-RULES-
1. Semi Historical game. All rule discussion must take place prior to a new game commencing and must be approved by all players in the group. A GM is also to be elected to resolve any arbitrary disputes and this person is expected to rule fairly.
Diplomacy and war entry guidelines
2. No war until Danzig unless via an event. ie. Japan and China.
3. No allying of minors prior to Danzig. (unless by event... Hungary)
4. Base USA & USSR war entry is 1st January 1942.
5. Any unhistorical DOW's or Alliances will result in USA and USSR increasing or decreasing there base war entry by 6 months.
6. Italy may ally Germany after Eithopia is annexed with the following restrictions:
a)No German, Axis Allies or Italian air, Ground or ships may be in each other countries until they are at Major war.
b)Once in the German alliance Italy may not leave prior to Major war.
7. Base Japanese War entry Date January 1st 1941, however should USA refuse to trade min 20 of each resource for 20 Supplies the Japanese may attack earlier unless agreement reached on another trade.
8. Neither Russia nor Japan may DOW each other until 1st January 1943. should Japan select to attack russia at khalkin Ghol the war must be finished in a time frame befitting a border skirmish. (3 months).
9. Russia must accept the Historical Molotov - Ribbontrop pact if offered and NAP must be honoured. If historical M/R pact is offered then Germany MAY NOT DOW Russia before 1st of January 1941. Extended NAP's are to be negotiated between the German and USSR player at their discretion.
10. Trading of military units:
a) USA is permitted to supply UK with escort fleets if Gibralter Falls.
b) A human controlled France must not trade away any military units.
c) Military sales between nations are prohibited until both nations are at war.
d) Starting units may be sold except for Capital Naval Units (USA, Japan).
11. No one may influence a Human controlled country without their permission.
12. No one may attempt to kill any ministers or leaders from a country they are not at war with.
13. Supply Exploits:
a) No Expeditioning of forces to Minors to save Supplys.
b) A capital may not be diliberately surrounded for the purpose of preventing supplies and convoys from being sent from such a province.
c) If a capital is left vacant it must be occupied immediately. The agressor will play fair. Any major dramas should be brought to everyones attention
14. Trading of resources, provinces & blueprints with other countries:
a) Any resource may be traded with any other country.
b) The Allies may not trade for rares in the first month of the game. They may accept any trade offered.
c) No restrictions on trading blueprints with Allies or stealing them.
d) No one may trade provinces for the purpose of preventing Annexation of a country.
e) Provinces may be bought and sold freely from and country. And in some instances can be edited.
15. Military access:
a) No one is permitted to allow military access to foreign troops unless they are at war with a common enemy.
b) The USA does receive military access to the UK through events but this may not be used until the USA is at war with Germany.
c) If you manage to gain Military access to a neutral minor your forces may pass though but may not launch attacks from such a country.
16. Surrounded armies may not be disbanded when totally surrounded to save manpower.
17. Air units that have been given a rebase command and keep retreating back to a base about to be captured must be permitted to leave such a province. To keep engaging them to prevent such a rebasing mission is not in the spirit of the game. The damage done to such units is more then enough penalty.
18. Province improvements:
a) USA may not build coastal forts until China Falls.
b) All airbases and Naval bases must be built in the province and not placed from build queue.
19. No country may change its starting land doctrine.
20. No SR from province that are adjacent to enemy units not in retreat.
21. HQ's are not light tanks, single HQ units should move with the army and not be used as 'overrunning' units... ie forcing the enemy to retreat and then moving a single HQ to beat the retreating units.
-Aussie rules are more then just rules they are a way of playing the game that keeps the spirit of competition alive. If axis annex spain, turkey etc etc then they should expect USA or USSR to enter the war early, same is true that if the Allies deprive Japan of resources then they should expect to be attacked early.
The rules are made this way so that peoples decision on what they do or don't do will always have repercussions and so that rules do not dictate the flow of the game. All actions have consequences.
These rules are not exclusively written by me and have been adjusted over the last 8 years by dozens of players over quite literally hundreds of games. If you disagree with a rule present a valid reason for your concerns for the group to discuss and the GM to decide upon.