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DB Code Ruleset Name Description
1 Omaha (A) standard Third Edition rules
(B) Both IPC turned on.
(C) 3-minute timer(this rule may be changed by mutual agreement)
(D) 2-hit battleships
(E) Always Active AAguns
(F) bid for Axis.
Please note- Omaha (DB1) has a unique way of bidding for axis. - See Club Rules and Regulations here.
2 Kremlin (A) standard Third Edition rules
(B) Restricted Russia
(C) 2-hit battleships
(D) Both IPC Victory on
(E) No Tech until round 5 then....
Only 2 tech rolls per side per turn; until one side gets Heavy Bombers or Industrial Technology, 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.

3 min timer (Negotiable)
Players select a series of bonus options that add units to the board or take additonal territory. Players must then decide how the selected bonus options affect the bid. As long as the bid is positive players must announce where the bid units will be placed. This no longer applies if the bid goes negative. Only infantry and armor units may be removed in a negative bid.

PRE-GAME BONUS PLACEMENT AND BIDDING
Click here for the complete Kremlin rules and Bonus options.
3 Juno The purpose of this database is to allow members to enjoy competitive play of Axis & Allies using variations of the rules. (Iron Blitz shall be treated as a variation of the rules)
This is an OPEN RULES db.
The minimum set-up rules are as follows:
- The host of the game decides what variations of the rules will be used and must list them in the game room. Any and all variations of the rules are allowed, including Iron Blitz and scenarios. If a player does not agree to the listed variations of the rules, he should not join the game.
- The host of the game must call for a bid for Axis.
- Software Bugs and Open Rules Matches - Software bugs will be dealt with as provided in the Rules and Regulations, unless, prior to the beginning of the match; All players agree, by mutual consent, to use variations of the rules regarding software bugs;
Special Posting Rule - At the time they post the match, all players must include in their posting all variations of the rules which will be used.
4 Utah (A) Standard 3rd edition rules
(B) Russia Restricted(Russia may not attack on Round 1)
(C) 2-hit Battleships
(D) Always Active AAguns
(E) Both IPC Victory On
(F) No Tech for first 4 rounds(You may roll Tech in round 5).
(G) Bid for axis
(H) 3 min timer (this rule may be changed by mutual agreement)
5 Gold (A) standard 3rd edition rules except East-West Canada
(B) Russia Restricted(Russia may not attack on Round 1)
(C) 2-hit Battleships
(D) Axis Advantage
(E) Active AA Guns
(F) No Tech
(G) Paratroopers
(H) No New Industrial Complexes
(I) Bid for Axis
(J) 3 min timer (this rule may be changed by mutual agreement)
(K) Both IPC Victory On
(L) East/West Canada sea zone(Labrador Sea connected directly to West Canada)(green light off)
6 Sword (A) standard 3rd edition rules except Naval Occupation
(B) Both IPC turned on.
(C) 3-minute timer(this rule may be changed by mutual agreement)
(D) 2-hit battleships
(E) Always Active AAguns
(F) bid for Axis.
(G) Paratroopers
(H) 2 Dice Heavy Bombers
(I) Tech On

Click here for the complete 1940 rules.
7 Anzio (A) Standard 3rd edition rules
(B) Russia Restricted(Russia may not attack on Round 1).
(C) 2-hit Battleships
(D) Always Active AAguns
(E) Axis Advantage(Germany begins the games with Jets; Japan begins the game with Supersubs).
(F) No technology rolls allowed ever.
(G) Both IPC turned on.
(H) Bid for axis
(I) 3 min timer (this rule may be changed by mutual agreement)