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Saburo Sakai
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Quote Saburo Sakai Replybullet Topic: AAR Kremlin Rules
    Posted: 12 May 2008 at 11:22am
1. AAR Kremlin LHTR Edition rules. Auction bid will be used for this variant (for one bid each both must agree to such).

2. ARSENIC33 WILL TRY TO ADAPT KREMLIN RULE SET WITH AS LITTLE MODIFICATION AS POSSIBLE.

(A) standard LHTR 2.0 Edition rules

(B) RUSSIA MAY ATTACK ROUND 1

(C) 9 VICTORY CITIES

(D) No Tech until round 5 then...
Only 2 tech rolls per side per turn; until one side gets Heavy Bombers or ROCKETS , then unlimited tech rolls are allowed for both sides.

Tech Example- Japan and Germany combined may roll 2 tech dice per round; UK, USA, and USSR combined may roll 2 tech dice per round.

-A capital may not be attacked on round 1: To discourage gambit bonus options and bids.

PRE-GAME BONUS PLACEMENT AND BIDDING


A) Order of Bonus Options.
- Players will select two bonus options each...but if both agree then they can choose three, four and up to eight options each.
- The lower ranked player gets to pick for either axis or allies and gets the first bonus option.
- The higher ranked player gets to pick the next option for the opposing side.
- Players alternate selections until finished with their agreed number of bonus options.

(if you play wiht NA'S I propose that you decide NA'S before you start picking, random NA'S should be used)

B) Bid.
-The standard bid method and bidding will be "auction style" .
Explanation of Bid for Axis "auction style":
The lowest-ranked player will make the first bid; if the ranks are equal, the lowest-rated player will make the first bid; if the rates are equal, the player with the lowest number of games played will make the first bid; if the games played are equal, alphabetical order determines the player who makes the first bid.
When bidding, a player must declare "how much" meaning how many IPC's he is bidding (willing to take to play the axis, or to give away to allies in the case of a negative bid).
The other player then (1) bids a lower number of IPC's. - again, providing "how much" or (2) stops the bidding and gives his opponent the Axis powers at the last bid. Bidding goes back and forth between the players until one of the players chooses option (2).
The lowest bidder then plays the Axis. German units may be placed only on German-owned territories and sea zones; Japanese units may be placed only on Japanese-owned territories and sea zones. A sea zone is owned by a country if it is adjacent to a territory which the country owns.
NOTE: Players do not have to declare what they are buying nor where the bid units will be placed during the bidding process.
Any negative bid gives starting IPC's to the allied player at games start.  They may be assigned to one, or several nations, and the allocations added to those coutries starting money.  (Ammended AUG 09') 
- Only armor/artillery/infantry units may be removed from the board.(in case of a negative bid)
- Only 1/2 (rounded down) of bid may be placed on the board, with any remaining IPC's allocated to the axis powers in the case of a positive bid just like in regular AAR FIDA bidding. (Ammended OCT 08')

C) Bonus Options
Bonus options (9 total) are as follows: (The same option may not be selected twice by the same player).

Bonus Options:

1) Infantry, Artillery Placement - Place 2 Infantry AND 1 RTL on any territory not adjacent to one containing enemy units. Infantry must be placed on its own territory; for example UK infantry cannot be placed in Novosibirsk..

2) Neutral Territories - Take over one major neutral power and one minor neutral power, taking over their armies as well. (One country does not have to take control of both neutrals, for example Germany may take over Sweden while Japan may take over Angola)... if a neutral has a submarine or a transport place it in the nearest friendly sea zone.
Major neutrals - Argentina(2inf, 1 transport), Peru(2 inf, 1 submarine), Spain(3inf, 1 armor), Sweden(2 inf, 1 submarine), Switzerland(2inf, 1 fighter), Venezuela(2 inf, 1 armor), Turkey(2inf, 1 armor).
Minor neutrals - (A minor neutral army consists of one infantry unit)- Eire, Saudi Arabia, Angola, Mozambique, and Rio de Oro.

I DON'T WANT TO CHANGE THE WAY THIS GAME IS SET, SO I BELIEVE THAT THESE TERRITORY SHOULD NOT BE AVAILABLE, SO DELETED ARE THE FOLLOWING FROM ELIGIBLE CHOICES: MONGOLIA, AFGHAN, HIMALAYA, SAHARA.

3) Transport/Submarine Placement - You may receive two transports, two submarines, or a submarine and a transport; they must be placed adjacent to its own territory or in a sea zone containing other friendly naval units but not in the same sea zone with enemy units. They may be placed in different sea zones. Exception- Germany may not place a transport in the Baltic Sea.


4) Fighter Placement - Must be placed on its own territory, for example a UK fighter may not be placed in Sinkiang. A fighter may be placed on a friendly carrier owned by the same country.


5) Bomber Placement - Must be placed on its own territory, for example a USA bomber may not be placed in Russia.


6) Factory/AA gun Placement - This factory may only produce as many units per round as the IPC value of the territory it is placed in. The AA gun must be placed in the same territory as the factory.


7) Carrier or 1 Battleship OR 2 Destroyers Placement - Must be placed adjacent to its own territory or in a sea zone containing other friendly naval units but not in the same sea zone with enemy units.

DESTROYERS CAN BE SPLIT IN 2 DIFFERENT SEA ZONES, TRANSPORT/SUB RULES APPLY

8 ) Takeover of enemy held territory - Place 1 INFANTRY AND 1 ARTILLERY on said territory and retreat any enemy forces to the nearest enemy territory.(The player who wins the retreating side decides where to retreat those units after the bidding process is complete if there is more than one eligible territory to retreat to.) A territory that contains a factory may not be taken using this option.


9. Special "What-if" Scenerios ....a scenerio may not be chosen if the opposing side has affected a territory or seazone involved in the scenerio with a bonus option.

RUSSIAN SCENARIOS
o No Russian Purge---add 2 infanty units AND 1 RTL to Russia and 2 infantry units to Novosibirsk.


GERMAN SCENARIOS
o South American Powers join the Axis---Place 1 german infantry AND 1 RTL in Brazil, and Germany also gains control of Argentina's army(2 infanty, 1 transport)...  in addition the BB Graf Spee still roams the South Atlantic (place battleship in Drake Passage, SZ 25)
...OR...
o Italian navy does better than historically---UK naval units in Mediterranean Sea destroyed, add a TRANSPORT and a DESTROYER to the German Mediterranean fleet.

UNITED KINGDOM SCENARIOS

o Japanese expansion into the SE Pacific doesn't go well--UK holds Borneo island with 2 infantry and also controls New Guinea and the Solomon Islands...all Japanese infanty on these islands are destroyed...In addition the Battleship Revenge still roams the SE Pacific(Place battleship in the Borneo Sea SZ 48)
...OR...
o UK fortifies South Africa--UK places additional units in South Africa...place 2 additional infantry, 1 Artillery and 1 armor unit, a factory, and an aa gun in South Africa.

JAPAN SCENARIOS
o Pearl Harbor goes better than expected...add a submarine to the Soloman Seazone (SZ 46)...in addition Japan managed to destroy the US carrier group in the Pearl Harbor attack (eliminate carrier and fighter from the Hawaii Seazone).
...OR...
o Japanese expansion into the SW Pacific goes better than expected...Add 1 infantry,  1 Artillery in SUM, in addition Japan wins the Battle of the Java Sea (add a carrier and fighter in Java Sea, SZ37)
...OR...
o China joins Japan!!! All US infantry in China and Sinkiang are destroyed...Japan adds one infantry to each of these territories. US fighter stationed in China is retreated to MOSCOW.

USA SCENARIOS
o USA takes the initiative in the Pacific...USA takes Wake Island with 1 INF, 1 RTL , USA holds the Philippines with 1 INF, 1 RTL...all Japanese units formerly on these islands are destroyed ....Add two submarines to the Hawaii Seazone and a transport off Wake Island.
...OR...
o Early West African landings...USA places 1 INF, 1 RTL in Algeria and 2 infantry in French West Africa...German forces in Algeria are retreated to Libya. USA also gets two extra transports and a submarine off the coast of French West Africa, SZ 17.

D) Rules Clarifications
-A territory or sea zone affected by a bonus option may not be affected in following selections by the opposing side.

Example- If the player selecting the axis bonus options chooses to place a fighter on French-Indo China then it would be illegal for the other player to takeover French-Indo China.

-A territory or sea zone affected by a bonus option may be affected by other bonus options from that same side.

Example- Both players agree to play with 4 bonus options...The player selecting the axis bonus options chooses to take over Egypt, he may place a factory(and aa gun) on Egypt for his second bonus, a bomber on Egypt for his third bonus and a submarine and transport in the Arabian Sea for his fourth bonus..

Bonus selections once made may have an impact on all remaining bonus selections.

Example- The player selecting the axis bonus options decides to take over Argentina and Mongolia as one of his bonus options, USA may not place three infantry on Brazil since it is now adjacent to a territory containing enemy unit.

-Order of action following the bid: Once the bid is finalized and one of the players is Axis and the other Allies, players have to:
1. Declare where to place or retreat troops affected by options in the order they were chosen (for example, if the Axis chose bonus option 8 takeover Caucasus and then the Axis chose bonus option 9 SA joins Axis, the Allied player would retreat the Caucasus units before the Axis player places the Argentina transport).
2. Placement of unit(s) if the bid is positive, or allocation of funds to allies in the case of a negative bid.
3. Start the game.

Arsenic33

PS: thank to  leemorrison, sightlesseye, wazzup and SaburoSakai for helping me testing this Variant


Edited by Carico67 - 02 Sep 2009 at 11:24am
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PanzerOne
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Quote PanzerOne Replybullet Posted: 12 May 2008 at 11:43am
Howdy,
 in the last example you state :
1. Declare where to place or retreat troops affected by options in the order they were chosen (for example, if the Axis chose bonus option 8 takeover Caucasus and then the Axis chose bonus option 9 SA joins Axis, the Allied player would retreat the Caucasus units before the Axis player places the Argentina transport).

in AAR Caucasas starts with a factory, would option 8 be allowed for Cau or did the starting locations of the factories change?

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Saburo Sakai
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Quote Saburo Sakai Replybullet Posted: 12 May 2008 at 11:52am
Option 8 could not be used for Caucasus - it still has a factory.
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Quote Carico67 Replybullet Posted: 25 Oct 2008 at 8:46pm
It was voted and passed in JCS:
Bidding placement will now be 1/2 on board and half in IPC's just as in regular AAR
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Quote toten_hand Replybullet Posted: 25 Oct 2008 at 10:10pm
So, how does that work with a negative bid? Half units, half cash?
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Quote Carico67 Replybullet Posted: 02 Feb 2009 at 7:01am
Correct.
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Quote Mark29 Replybullet Posted: 28 Jul 2009 at 12:26pm
In a negative 1 bid, does the axis lose 1 ipc or does the allies get one extra(ie russia starts at 25...)
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Quote Saburo Sakai Replybullet Posted: 28 Jul 2009 at 6:07pm

Axis loses 1.

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Quote Carico67 Replybullet Posted: 02 Sep 2009 at 11:19am
Effective immediately for any new game starts:
Any negative bid gives starting IPC's to the allied player at games start.  They may be assigned to one, or several nations, and the allocations added to those coutries starting money.  (Ammended AUG 09')
 
Enjoy, AAMC JCS


Edited by Carico67 - 02 Sep 2009 at 11:21am
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Quote Mark29 Replybullet Posted: 14 Apr 2010 at 8:51am
in a neg bid, do you have to decide what ipc's go to whom, before the first turn? (Rus1 ((2ed aAAR)), GER1((41')), JPN1((42')))
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Quote Carico67 Replybullet Posted: 14 Apr 2010 at 9:32am
Yes.  If a player starts (who does not have the amounts to allocate) the game then so be it, that is their choice of not knowing what they face until the next players turn when they will find out (as often happens with negative bids in AA50 fr example, with the German player going ahead to do G1), but if a player receiving funds begins their turn without allocating them then that turn would become null and void.
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