2012 - AA50-41 - League Rules

  • Mod

    2012 Axis and Allies Anniversary League Rules.

    1 - Anyone can join at anytime

    2 - You may play anyone in the league, but only a max of 2 games per opponent will count in standings. League games must be declared a League game (in thread title or League forum) prior to the start of the game.

    2a - Tiebraker.  You may play a person a third time if your first two games were split (1-1) and this third game would count in the standings.  (Note: it will be impossible to be 3-0 or 0-3 against any one player).

    3 - You must play at least 8 games against 6 different opponents to be eligible for the playoffs.

    3a (Major League) - If 4 or more players end up playing 14 games (in the league) or more then a separate grouping and playoff schedule will be created for these players.
    Minor League (8 to 13 games played)
    Major League (14+ games played)

    4 - Game & rules default - AA50-41 setup, ADS, NO’s, No Tech, 14 VC, Allied bid, full bid placement.

    4a - Tech - Tech is allowed in every game if you and your opponent agree to Tech prior to bidding.  To avoid confusion please notate +Tech in the first post of the game thread if this is the case.

    4b - Bidding - You will be bidding for the Allies.
    An Auction style of bidding will be used.  Players may announce their desired bid in IPCs while trying to find an opponent.  Any player can accept the bid or attempt to negotiate the bid up or down until an agreement is reached.  The ipcs can then be spent on units (full placement).
    If both players bid the same (or cannot agree on a bid) the sides are chosen by random by the bid server or a random in-house dice roll.
    Standard bid placement rules apply for all bids.  (Same as previous leagues)

    5 - 5a - Time Limits - There is a 72 hour time limit per move. However, play can be paused for a total of 21 days, for whatever reason, without penalty by simply posting the need for a vacation. Please specify the duration of your absence in your game.

    5b - Weekend Players.  If you can only play on the weekend or on certain days, please state so when you are looking for an opponent.

    5c - 72 hr warnings:  If 72 hrs goes by and no post from your opponent simply post “bump”, which creates the �warning�.  (Note:  only post “bump” in your warnings to make it clear you are issuing a warning.  Do not add any small talk or other game talk in your warning post.)

    5d � �Bump� warning and consequences � Each “bump” warning resets the clock for another 72 hrs.  However, on the 4th “bump” warning the offending player will be disqualified and declared the loser for that game.  (Note:  You get only 3 warnings per game.)  You must post the warning when it happens (or before the next move has been made by your opponent).  Enforcement is left entirely up to the players. However, you cannot retroactively issue a “bump” warning.  (For example, if the game is in round 8 you cannot go back and issue a warning that occured in round 7).  “Bump” warnings can be issued for posting of partial turns (ie someone only posted their purchases), OOL requests, map questions, etc. But they follow the same 72 hr requirement.

    5e - If a turn is not posted within 9 days of either the previous turn post or the end of a predetermined “vacation”, then the player failing to post may be declared in default and lose the game

    6 - Players are responsible to post results (in result thread). Post winner and loser.

    7a - The Regular Season for each league will end on Nov. 1 and the standings will then be posted.  Games must be completed prior to this date in order to be counted for the 2012 season.

    7b - Any games in progress that are completed after this date will be eligible to count for the next league (2013) assuming league rules remain the same or are similar.

    7c � 2012 Playoffs begin Nov 2nd

    7d � 2013 season begins Nov 2nd

    8 - End of the Season games.  Per rule (7b), all games that finish after Nov. 1 will be carried over to the next season.
    EXCEPTION:  If at any time during the season both players agreed that their game will end prior to the end of the season (and neither player is willing to concede at the end of the year) then the following system will be used to determine a winner on the last day of the season  (Please note play would need to continue up to that point due to the 72 hr rule):
     - 1)  player with most capitals (at end of last completed US turn)
     - 2)  If a player has 12 VCs or more (at end of last completed US turn)
     - 3)  player with highest TUV for all units (at end of last completed US turn)
     - 4)  Game is a DRAW (and will not be counted in the current standings and CANNOT be carried over).
    There will be no negotiation.  If you agreed to finish before the end of the season this is the criteria to determine the winner.  Period.

    9 - Scoring/Playoffs
    The top four players, with the best winning percentages (Must complete at least 8 games) will advance to the playoffs.  
    If there is a tie between any players then the tie will be broken by:
    1 - head to head play
    2 - Total wins
    3 � strength of schedule � Player Z�s opponents winning percentage was 80%, Player A�s opponents winning percentage was 20%. Player Z advances.

    The single elimination, playoff game default format will be a game setup of 41� w/ADS, N.O.'s, NO Tech, 14 VC, full bid placement.  If 4 or more players play 14 or more games a separate playoff schedule will be created for these players.

    League Moderators
    DarthMaximus
    JWW

  • Mod

    JWW, did I miss anything?

    –-----

    I’ll unlock the thread once we are set to go.

  • 25 24 23 22 21 20 19 18 17 16 15 '14 13 12 11 10

    @DarthMaximus:

    JWW, did I miss anything?

    –-----

    I’ll unlock the thread once we are set to go.

    LOOKS GREAT

  • Mod

    Alright.

    Unlocking.  I think we are good to go for 2012.


  • So is the 1942 setup not allowable anymore? I was kind of hoping to play a couple in that format.

  • 25 24 23 22 21 20 19 18 17 16 15 '14 13 12 11 10

    @The:

    So is the 1942 setup not allowable anymore? I was kind of hoping to play a couple in that format.

    If you can find an opponent then we will count the result.


  • Does anyone know if it’s legal to amph assault a location by having the transport travel through one space filled with a sub to another location empty?

  • Mod

    @The:

    Does anyone know if it’s legal to amph assault a location by having the transport travel through one space filled with a sub to another location empty?

    I don’t believe the sub can block the movement.  So I think that is legal.

    Confirmation anyone?

  • 12

    yes the sub can be ignored

  • 25 24 23 22 15 11 10 Official Q&A Mod

    Agree

    Note that you can even attack the sub with destroyer +, and still pass through it during combat move with the transport.

    If you have any other rules queries, you should post them in the AA50 section of the boards.  There is a sticky thread there for rules questions.

  • 10

    @Gamerman01:

    Agree

    Note that you can even attack the sub with destroyer +, and still pass through it during combat move with the transport.

    If you have any other rules queries, you should post them in the AA50 section of the boards.  There is a sticky thread there for rules questions.

    Are you sure about that ? I would think all movement stops if you choose to attack the sub. You could choose to hold the transport back and move it during NCM regardless of the sz outcome.

  • 25 24 23 22 15 11 10 Official Q&A Mod

    @Battling:

    Are you sure about that ? I would think all movement stops if you choose to attack the sub. You could choose to hold the transport back and move it during NCM regardless of the sz outcome.

    99% sure, but you can look it up in the FAQ thread because I know Krieghund’s answered it.  As I recall, he said all movement during combat move is simultaneously, and subs and transports do not stop movement.

    You can attack and destroy subs/transports en route.  Combat does not occur until the resolve combat phase.  The transport moving through is moving through in the combat move phase, and combat has not started yet.  99% sure that was the logic and the answer to this question by Krieghund, but you can double check me by looking it up.


  • I have a rules question. For AA50-41, can ships pass through the Turkish straights?

  • 25 24 23 22 21 20 19 18 17 16 15 '14 13 12 11 10

    @djensen:

    I have a rules question. For AA50-41, can ships pass through the Turkish straights?

    yes they can

  • 25 24 23 22 15 11 10 Official Q&A Mod

    @djensen:

    I have a rules question. For AA50-41, can ships pass through the Turkish straights?

    It is an optional rule to close off the Black Sea.  League play never incorporates the 2 optional rules.

  • 18 17 16 11 Mod

    It’s been FOREVER, how many Victory Cities do the Axis need to win?

  • 25 24 23 22 21 20 19 18 17 16 15 '14 13 12 11 10

    @Cmdr:

    It’s been FOREVER, how many Victory Cities do the Axis need to win?Â

    14

    4 - Game & rules default - AA50-41 setup, ADS, NO’s, No Tech, 14 VC, Allied bid, full bid placement.

  • 18 17 16 11 Mod

    @JWW:

    @Cmdr:

    It’s been FOREVER, how many Victory Cities do the Axis need to win?�Â

    14

    4 - Game & rules default - AA50-41 setup, ADS, NO’s, No Tech, 14 VC, Allied bid, full bid placement.Â

    That’s all but 4 VCs on the board?  Or am I missing some?  Or basically global domination with the exception of the United States (the ones that were actually states in WWII) and one other allied capitol?

    01-Leningrad
    02-Stalingrad
    03-Moscow
    04-Warsaw
    05-Berlin
    06-Rome
    07-Paris
    08-London
    09-Toronto
    10-Washington D.C.
    11-Manilla
    12-Calcutta
    13-Sydney
    14-Beijing
    15-Hong Kong
    16-Tokyo
    17-Honolulu
    18-San Francisco

  • 25 24 23 22 21 20 19 18 17 16 15 '14 13 12 11 10

    @Cmdr:

    That’s all but 4 VCs on the board?  Or am I missing some?  Or basically global domination with the exception of the United States (the ones that were actually states in WWII) and one other allied capitol?

    If memory serves OOB rules were 15 VC’s but midway through the year we let players choose between 14, 15 etc…A decision was made to go down to 14 to help speed up the game as it seemed a 15 VC game could go on FOREVER if the allied player held the UK, ECA, EUS & WUS.

  • 25 24 23 22 15 11 10 Official Q&A Mod

    You are right, JWW.
    OOB default is 15 (all but 3), with options for total, 15, or 13.  (13 being called “projection”)

    14 is what Larry “meant”  :-D
    IMO 14 is most similar to the default level of victory in the other versions of Axis and Allies.
    I have NEVER played a game on-line to the point where a player had 15 cities.  I don’t know if I have ever played one even to 14 cities.  The identity of the victor is almost always obvious even before 14 cities are controlled at the end of USA’s turn, therefore even the house rule JWW has established of 14 cities instead of 15 cities has been inconsequential AFAIK.

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