Supervised with permission vs. Unsupervised without permission. (Not to mention insurance costs).
Posts made by Yahoshua
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RE: Teacher burns flag in classroom/ Reason? To motivate studentsposted in General Discussion
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RE: AARHE: Phase 3: land Combatposted in House Rules
I remembered a couple of things that can be added to the House Rules I posted above:
-Clarification on the “Hump Train”: The U.S. bomber may fly-over the Himalaya* to deliver the infantry unit to Greater China.
*This is classified as a National Advantage in favor of the U.S.
-AC can take 2 hits (if you want to use this rule or not is up to you).
-Income is calculated at the BEGINNING* of your turn, not at the end. Otherwise the standard procedure applies.
*Income is not collected until the end, this is to give more incentive to hold onto territories rather than to abandon them.
-National Advantages and Weps Development are up for grabs (if you care to use them or not, personally, I may go for the Weps. Dev. but not so much for Nat. Advantages).
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Teacher burns flag in classroom/ Reason? To motivate studentsposted in General Discussion
http://www.courier-journal.com/apps/pbcs.d…EWS01/608220378
Stuart Middle School teacher burns U.S. flags in class
Lesson causes uproar in JeffersonBy Chris Kenning
ckenning@courier-journal.com
The Courier-JournalA Stuart Middle School teacher has been removed from the classroom after he burned two American flags in class during a lesson on freedom of speech, Jefferson County Public Schools officials said.
Dan Holden, who teaches seventh-grade social studies, burned small flags in two different classes Friday and asked students to write an opinion paper about it, district spokeswoman Lauren Roberts said.
A teacher in the school district since 1979, Holden has been temporarily reassigned to non-instructional duties pending a district investigation. The district also alerted city fire officials, who are conducting their own investigation.
“Certainly we’re concerned about the safety aspect,” Roberts said, along with “the judgment of using that type of demonstration in a class.”
Pat Summers, whose daughter was in Holden’s class, said he was among more than 20 parents upset about the incident at school yesterday. Holden apparently told the students to ask their parents what they thought about the lesson, he said.
"She said, ‘Our teacher burned a flag.’ I’m like, ‘What?’ " Summers said. “When I was (at the school) at 8 a.m., the lobby was filled with probably 25 or 30 parents” who were upset, he said.
Holden could not be reached yesterday for comment.
Roberts said the flag burning did not appear to be politically motivated, based on an interview with Holden. :roll:
Summers said no advance notice had been given to parents, nor were school administrators aware of Holden’s plans, Roberts said.
Stuart sixth-grader Kelsey Adwell, 11, said students were abuzz about the incident yesterday.
“They just can’t believe that a teacher would do that – burn two American flags in front of the class,” she said. “A teacher shouldn’t do that, even though it was an example.”
Kentucky has a statute last amended in 1992 making desecration of a national or state flag in a public place a misdemeanor, but the U.S. Supreme Court has ruled that flag desecration is protected speech.
The American Civil Liberties Union of Kentucky said the federal ruling would trump the state statute.
Congress has tried unsuccessfully to prohibit flag burning with a constitutional amendment. The latest attempt failed in the Senate this year.
Beth Wilson, director of Kentucky’s ACLU, said the district is allowed to decide what’s instructionally appropriate.
But “if a school is masking their objections to flag burning under the guise of safety, it raises questions about freedom of speech and academic freedom,” she said. She said her group would monitor the case but did not plan to get involved at this point.
Regardless, school board member Pat O’Leary said the flag burning was unnecessary and could have offended some students, including those in military families.
“A teacher doesn’t do that,” he said. “It’s just disrespectful.”
Rebecca Creech, a Stuart sixth-grader, said she also thought it was “wrong.”
Ginny Adwell, Kelsey’s mother and the school’s PTA president, said some parents who called for Holden to be fired were “going a little bit overboard” and should remember that the teacher was trying to provoke thought.
Brent McKim, president of the Jefferson County Teachers Association, said Holden has “been teaching for many years, and has by all accounts a good teaching record. It was not a political statement and was meant to illustrate a controversial issue. To fire someone because of that would be inappropriate,” he said. “It wasn’t like he was taking one side or another.”
McKim said he was gathering facts that would determine whether the district was justified in removing Holden from the classroom.
In 2001, a teacher in Sacramento, Calif., faced suspension for using a lighter to singe a corner of an American flag in class.
The teacher later was fired, but district officials cited numerous acts of poor judgment and disregard for superiors.
Reporter Chris Kenning can be reached at (502) 582-4697.
To borrow the response to this topic from a friend of mine, I believe he said it best:
_A couple things:
First of all…I don’t want to hear him say burning the flag in front of a classroom of students had no political motive. I’m sure a little investigation into his background would provide plenty of evidence.
Secondly, I don’t think he should be fired…but slapped around and yelled at good. How dare you take advantage of kids at an impressionable age with your backhanded political tactics? Clearly you are in favor of flag burning as a protected right…otherwise you would never have done this at all.
This event…although very disagreeable to me personally…might’ve had the proper forum had it been done in a COLLEGE LEVEL political science class…with prior consent given…but 7th grade? Were I his boss…I would put this guy on probation…and have his classes video taped to assure he’s sticking to the required school curiculum.
-Warlock_
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Incredible 1/6th scale modelposted in General Discussion
Wow…this guy put ALOT of work into this thing (he’s gotta be retired from the looks of him).
http://www.onesixthcollectors.co.uk/clubfo...opic.php?t=3989
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RE: AARHE: Phase 3: land Combatposted in House Rules
I take it all back,
I remembered and found where I got these house rules from:
http://www.angelfire.com/biz2/axisalliesrules/
I found a bunch more right here:
http://www.ontalink.com/games/board/axis_and_allies.html
And in fact, I have some house rules to add.
Regarding combat losses:
Inf. Arty. Ftrs. Bombers And Tanks inflict damage FIRST on opposing land units. After all opposing land units have been destroyed, THEN aircraft may be taken as a loss*//*.
*Fighter attacks choose whhether to destroy air or ground enemy units they want to destroy on a die roll of 1 only. Otherwise, fighters destroying enemy units must depend on the “Loss” roll by the opposing player.
**Inf. Arty. Tanks, Ftrs. and Bombers, when having “hit” an enemy unit, the opposing player must roll the appropriate number of dice (corresponding to the # of hits) for deciding which column of land/air/sea units get hit from the enemy attack. This is void if there’s only 1 column left. This rule also applies to Naval units.
***German Arty and ONLY German Arty. may choose to fire on opposing aircraft as part of AA, but cannot take part in the defense of that territory against ground units until the next combat round.
eg. German troops invade Karelia. Germany has 3 tanks and 5 inf. with 2 ftrs. Russia has 4 inf. 2 Tanks, 1 Arty. and 1 AA.
Russian AA misses.
2 German tanks score a hit, 1 inf hit, and 1 ftr rolls a 1. The 3 hits scored by german ground units must be rolled according to column to decide which russian units are hit first (player choice if more than 1 unit typer per column is present).
The russian player rolls 3 dice (the # of german hits), and rolls two dice with 2, and one dice with a 3. Russia has the losses of 1 tank, and the choice of losing their Arty. and 1 inf. or 2 inf.
Submarines choose which target they want to destroy in the sneak attack in the opening fire round ONLY.
This helps to add total unpredictability to combat
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RE: AARHE: Phase 3: land Combatposted in House Rules
I think I remember the Passive Interdiction bit for Subs and aircraft, I think that was mine, but I still don’t remember much about the rest.
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RE: AARHE: Phase 3: land Combatposted in House Rules
Hi there,
I wasn’t sure if I should post some possible house rules here or start a new post, but I thought that I’d start it here first. For the sake of brevity I’ll post my house rules for all aspects (land, sea, air etc.):
Regarding Neutrals: Â If a player invades or commits to a fly-over of a neutral territory, the opposing players capital that is closest rolls 3 dice for the amount of IPCs’ to immediatly spend for the defense of the neutral territory. Neutral territories are not controlled by major powers and neutral troops will NEVER move off of territory in question. Neither can a major power place additional troops in a neutral territory. In effect, the neutral territory has an army that sits there and does nothing.
**Regarding Aircraft: Â **
Flight limits: In order to accurately recreate the true distances achievable by aircraft, strict limitations are imposed. Â Carrier based fighters have a flight range of one to reach their target* (one move to get off the carrier, and a 2nd move to land on the carrier). Attacks must be carried out in the same sea zone. All other fighters and bombers have a flight range of 2 during th combat move. Non-combat moves have a maximum of 2 for fighters and 3 for bombers**. Flight limits do not apply to Strategic bombing raids and their escorts.
*An exception to this rule is in the English channel  between France and England, Norway and France, and the Straight of Gibraltar. Fighters have a range of 4 to reach across the straight and back, the same applies to bombers.
**Range is extended by 1 with the Long range aircraft tech.One-Sea Zone: Â Aircraft may enter only 1 sea zone during a combat move*.
Eg. Â fighter in italy enters the Med. sea, and lands back on Italian soil. 1 sea-zone.
Eg. Japan may not attack the phillipines because the aircraft would enter more than 1 sea zone. However, Japan could still attack units in the Sea of Japan, and carrier-based fighters could attack Manchuria. Aircraft units only entered 1 sea zone.
*the 1 sea zone rule does NOT apply to Kamikaze aircraft.
Fighter Interception/Passive Airborne Interdiction: Fighters based on land territories may attempt to intercept enemy aircraft as they LEAVE a territory, temporarily making the intercepting fighters the attackers for up to 2 rounds of combat*.
*Enemy aircraft already retreating from an air-battle cannot be intercepted by aircraft that have already fought in the battle they are retreating from. eg. England takes 2 fighters and a bomber to Berlin from France. German AA takes their shot and scores no hits. English bombers begin to attack german ground units, and German airforce retaliates. English lose 1 fighter, and begin eturning to France. The german fighter from Germany may NOT attempt to intercept the english aircraft.
(Side Note) Fighter escort of bombers: Fighters may escort bombers for all or part of the flight range.
eg. If bombers LEAVE their escort in he English channel as they ENTER France, the 2 fighters in the English channel may provide escort for the bombers during interception.
PAI: Fighters adjacent to sea zones containing friendly units MAY CHOOSE to participate in the defense of a friendly Naval unit at the Defenders’ discretiom. The aircraft may only enter the defense during the 3rd subsequent round of combat and automatically break-contact if all friendly naval units are destroyed, this does not apply to friendly aircraft or the defense of land units.
PAI: Aircraft based on coastal or island territories may choose to passively intercept enemy naval units in their immediate sea zone as the enemy attempts to LEAVE the immediate sea-zone. However, in order to illustrate the difficulties in finding ships, the Passive Intercepting player must roll 1 die per aircraft to “find” the enemy. This is done according to fighters, then bombers. (ie. roll for fighter find, and for bomber find). the aircraft “find” the enemy on  a roll of 2 or less*//*. The Passive Interception lasts for 1 round and 1 round only.
*Long range air tech raises this to 3 or less.
** The “find” roll is not required for PAI in the Med. Sea, Red Sea, or the Baltic Sea (the Sea Zone directly North of Germany).
*** Aircraft that do not “find” the enemy vessel, go home. Those that do “find” the enemy vessel, may engage in 1 round of combat only.Eg. Manchuria = Sea of Japan, Italy = Middle Med., Phillipines = Phillipines sea-zone etc.
Regarding the Navy:
No combat required: No combat is required between opposing navies in the Pacific or Indian Oceans, but moves still end in enemy-occupied sea-zones, nor is the “Find” roll required if surface vessels are involved in direct combat with the opposing navy. However, aircraft must still roll a “Find” roll for vessels at sea in the Pacific and Indian Oceans*//*.
*The roll still applies to the Atlantic for aircraft actively in search of submarines, but not for destroyers actively in search of submarines.
** Naval movement is subject to Passive Airborne Interdiction. The “Find” roll is still required.
*** The “Find” roll is 2 or lessSubmarines: Â
-Submarines are NOT subject to PAI, but are subject to Active Airborne/Surface Interdiction. A “Find” roll must be rolled for aircraft, sub is “found” at 2 or less. Destroyers must roll a “Find” roll, at 3 or less.
-Submarines may enact Passive Interdiction of Allied vessels, but must roll a “Find” roll of 2 or less.
-Wolf-pack tech only raises the attack capability, not the actual find possibility.
U-boat Passive Interdiction lasts for 1 round of combat ONLY
eg. 4 submarines lie off the coast of the U.S. 2 English transports and a BB enter the zone, the Subs may choose whether or not to Passively Interdict these vessels by searching for, and then engaging these vessels. More subs = better chance to find and sink the English vessels.
Regarding Amphib. Assaults:
-Transports may carry up to their full load for an amphib assault, but only off-load 1 unit per round of combat (risky to fully load a transport, but even more so to not load up enough  :evil: the choices, the choices).
-Amphib assaults may be assisted by navy, air, and land units. Just make sure that if you retreat from an attack that all amphib units go to amphib, and land units back to the territory they came from etc.
-Aircraft may break-off combat during an amphib assault at the beginning of any round, but may not re-join the assault.
Regarding Retreats:
-After 3 rounds of combat, if the attacker does not retreat, the defender may have the option to retreat*.
*dependent on type of combat
-Attackers retreating from an apmphib assault: Attacker must abandon all heavy equipment (ie. turn all tanks and artillery into infantry and retreat onto the transport)*.
*In the case an attacker retreats from an assault, the maximum allowed is 2 infantry per transport.
-Attacker retreat from combined land/amphib assault: same as above for amphib and land units keep heavy equipment while retreating to the territory they attacked from.
-Defender Retreating from Land: After 3 rounds of combat, if the defnder has become outnumbered by at least 3:1, the defender may choose to retreat into an adjacent friendly territory. If there are no freindly adjacent territories, the defenders cannot retreat (sry, no surrender options either :lol:).
-Defender retrating into transports: After 3 rounds of combat, if the defender has become outnumbered by at least 3:1, the defender may choose to commence an emergency evacuation onto transports. All heavy equipment is abandoned and substituted with infantry, the max allowed is 3 per transport*.
*3 inf for emergency evacuations, but normal transport carry for attackers retreating from amphib assaults.
Retreating from Naval Combat: Â This applies to both Attacking and Defending Naval Units.
Naval units may choose 1 of 2 options for retreat:
1. Naval units may “Break Contact” and remain in the disputed zone they are in at the cost of one surface vessel.
2. Naval units may retreat into an un-occupied sea-zone. If there is no un-occupied sea-zone available, option 1 is the only choice for retreating.
As always, there must be a minimum of 3 combat rounds before retreats can be invoked.
Misc. rules:
Axis Exclusive spheres of influence: German/ap units may never share the same land area or pass through eachothers’ territory, they may however, perform fly-overs of eachothers’ territories. German/Jap units may share the same sea-zone.
Bolshevization: Â All areas conquered by the U.S.S.R. is permanently U.S.S.R. territory until it is attacked by an axis player, and then captured by either a U.S. or U.K. ally*.
If the U.S. or U.K. liberate U.S.S.R. territory, they are automatically evicted from said territory and placed in the nearest allied controlled non-U.S.S.R. territory. Unless Stalinist Xenophobia applies, in this case, the said U.S./U.K. unit now becomes “Stalinized.” (aka Lend-Lease, if you can call it that).
Stalinist Xenophibia: No U.S./U.K. units may ever enter or fly-over U.S.S.R. territory*.
*Stalinist Xenophobia and Bolshevization become void if the U.S.S.R. p[layer has been completely destroyed from the map, but hapens to have their capital liberated. (ie. Stalin is no longer “Great Leader.”)
[i]Elusive Chinese Army: Â The Axis is allowed 1 round of combat per turn with the Chinese forces when attacking China or Sinkiang. Chinese forces may NEVER leave Chinese territory*. The axis player may attack China and Sinkiang in the same turn but for 1 round of combat ONLY.
-The famous “Hump Train” may bring U.S. 1 infantry to China over the Himalaya using a U.S. “bomber” (really a transport in this case) taking off from India (the bomber has an exception in range and must return to India after dropping the inf. unit).
French Resistance: Â Every 3 turns, the U.K. player may pay 5 IPC for a “Resistance Operation.” Which is 1 infantry unit in France for 1 round of combat with any single desired unit the player chooses (factories may be attacked as well).
Rocket attacks: Â Rocket attacks from AA units have a range of 1 and may be used on any land or sea unit (factories included). This is to demonstrate the distance the rocket was able to travel*.
*The only notable exceptions for the 1 range rule is: France to England, Norway to France, and Gibraltar to Algeria.
I know that’s alot to take in all at once, but here it is.
I only take credit for 1 or 2 of these “House Rules,” but I don’t remember which ones they are or where the rest came from (other than I got the off the internet).
Feed back is appreciated.
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Introductionposted in General Discussion
Hi there,
I wasn’t sure where to introduce myself, so I thoguht I’d do it here.
I’m one of the few people in my family who enjoy strategy games (other than my dad). And now that I’m in school, I have no one enlse to play games with. So I found this forum and thought I might be able to play A&A with some of you folks (I ordered the 2004 ver. which should arrive real soon).
Perhaps you could point me to any “House Rules” or tips of the game to help me along here.
Thanks for your time and response.
-Yaho
Rolling 6 6-sided dice: