Using Ace-Side Count......
For AOII, surplus/deficient Ace(s) are used as follows:
---Betting: +2/-2.
---Insurance: -1/+1.
---Playing: 0/0***
Thus, for example, at the 50% point in a DD, 4 Aces should have been played. If only 2 are out, then you add +4 (2 x +2) to the RC, which in this example is also the TC. Then decide your bet, and immediately revert back to the pre-Ace adjusted TC for playing purposes (or course, figuring in cards in your hand plus Dealer's up-card plus any other cards seen).
Likewise, if the deck was deficient in 2 Aces, one would add +2 to the RC/TC, just for Insurance decision only.
***Aces normally are not used in "Play" decisions. However, in a deeply dealt game, there will arise scenarios wherein they may need to be recokened. For example, in a Deeply Dealt DD game, if No Aces are out, one might think twice about DD 11 vs. 10 in a ++ Ct. Conversely, in the same scenario, would probably not need to think AT ALL about DD 10 v. 10,A-up. However, the combination of "Deeply Dealt" and "Mega-Surplus" Aces is so rare that I doubt it is a major factor.
In Systems wherein the Ace is already reckoned, Ace-side counts are of less value, though some still perform the extra effort for extra EV (ex: Extreme BJ by Richard Reid). Having a couple of extra Aces in the remaining pack, AND KNOWING THEY ARE THERE, in practical terms, is almost always good for the player.
For me personally, I use AOII with Ace-side for SD and DD, but usually find it too much effort past the DD range. However, in my situation (closest to Tunica), not usually a problem. If you play primarily at a local store that only offers 6D, and/or simply prefer same, then definately would be worth more study for the long term.
Hope this helps some.
phantom007.