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Author Topic: AARHE demo  (Read 4927 times)
tekkyy
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« on: December 04, 2007, 05:19:41 am »
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Rules http://home.exetel.com.au/cometo/20071202_AARHE.doc
Abattlemap http://home.exetel.com.au/cometo/20071205_RHE.gim.rar

Summary:

Round sequence: All Axis followed by all Allies. Russia still gets the opening turn.
Game sequence: Collect Income at beginning of turn. Tech development at end of the turn.

Purchase:
Infantry are not built at IC but VCs. Costs less at capital.
Industrial complex costs less at VCs.

Combat Move:
Air units may only use up to half its movement points to reach combat zone.
Submarines can "try" to move through hostile sea zone.
Naval units can "try" to move through sea zones consisting of only submarines.

Conduct Combat:
Land units' hits cannot be allocated on air units.
Air units fight at -2 if not matched to friendly land unit 1-to-1.
Both attacker and defender may retreat, even after combat is won.

Non-Combat Move:
Air units that didn't move in combat move gets 2 extra movement points.

Mobilize Units:
Infantry can be deployed at VCs. Capacity per turn is equal to VCP (victory city points). VCP is can also be a victory condition.
« Last Edit: December 04, 2007, 07:21:21 am by tekkyy » Logged
tekkyy
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« Reply #1 on: December 04, 2007, 05:27:59 am »
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R0
Russia's special opening turn

Collect Income
24 IPC

Purchase Units and Developments
6 INF @ 2 IPC @ Capital VC
4 INF @ 3 IPC @ Connected VC

Combat Move
3 INF + 1 FTR @ len -> wru
2 INF + 1 ARM @ arc -> wru
2 ARM + 1 FTR @ mos -> ukr
3 INF + 1 ART + 1 ARM @ cau -> ukr

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tekkyy
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« Reply #2 on: December 04, 2007, 05:30:42 am »
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Conduct Combat

wru
opening-fire
Dice
Rolls: 1@3; Total Hits: 1
1@3: (3)

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tekkyy
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« Reply #3 on: December 04, 2007, 05:34:56 am »
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defender allocates ART
(air hits are allocated on infantry last)

attacker:
Dice
Rolls: 5@1 1@3; Total Hits: 2
5@1: (5, 1, 4, 2, 1)1@3: (4)
« Last Edit: December 04, 2007, 05:38:21 am by tekkyy » Logged
tekkyy
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« Reply #4 on: December 04, 2007, 05:35:32 am »
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defender allocates 2 INF

defender
Dice
Rolls: 3@2 1@3; Total Hits: 1
3@2: (6, 4, 5)1@3: (3)
« Last Edit: December 04, 2007, 05:39:11 am by tekkyy » Logged
tekkyy
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« Reply #5 on: December 04, 2007, 05:44:38 am »
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attacker allocates ARM
(tank hits are allocated on infantry last)

remaining forces
attacker: 5 INF, 1 FTR
attacker: 1 INF, 1 ARM

attacker: press attack
defender: retreat to bel (only possible zone, because ukr is attacked by land units)

ukr

opening-fire, dogfight
attacker:
Dice
Rolls: 1@2; Total Hits: 0
1@2: (4)
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tekkyy
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« Reply #6 on: December 04, 2007, 05:45:04 am »
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defender:
Dice
Rolls: 1@3; Total Hits: 0
1@3: (5)
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tekkyy
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« Reply #7 on: December 04, 2007, 05:46:10 am »
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attacker:
Dice
Rolls: 2@1 1@2 1@2 3@3; Total Hits: 2
2@1: (6, 5)1@2: (4)1@2: (4)3@3: (4, 1, 2)
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tekkyy
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« Reply #8 on: December 04, 2007, 05:47:28 am »
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defender allocates 2 ARM
(tank hits are allocated on infantry last)

defender:
Dice
Rolls: 3@2 1@2 1@3; Total Hits: 2
3@2: (2, 3, 2)1@2: (3)1@3: (4)
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tekkyy
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« Reply #9 on: December 04, 2007, 05:50:54 am »
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edit: defender allocates 1 ARM + 1 ART

attacker allocates 2 INF

remaining forces:
attacker: 1 INF + 1 ART + 3 ARM + 1 FTR
defender: 3 INF + 1 FTR

attacker: press attack
defender: retreat to bel

attacker has 3 ARM more than defender

capture
Dice
Rolls: 3@2; Total Hits: 0
3@2: (4, 6, 4)

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tekkyy
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« Reply #10 on: December 04, 2007, 05:55:37 am »
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capture hits are allocated on INF or ART
but no hits
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tekkyy
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« Reply #11 on: December 04, 2007, 06:00:51 am »
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Non-combat Move

2 INF @ far -> bry
2 INF @ yak -> bry
2 INF @ eve -> nov
2 INF @ nov -> sin
2 INF @ kaz -> cau
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tekkyy
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« Reply #12 on: December 04, 2007, 06:03:57 am »
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Mobilize New Units

6 INF @ mos
4 INF @ cau

Develop Weapons
1 free die, hits on a 2
1 die to rockets
Dice
Rolls: 1@2; Total Hits: 0
1@2: (5)

« Last Edit: December 04, 2007, 06:08:36 am by tekkyy » Logged
tekkyy
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« Reply #13 on: December 04, 2007, 06:07:47 am »
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USSR remains at 0 of 3 progress boxes for rockets tech

Diplomacy
USSR gets 1 die

Turkey looks dangerous at -1  (+5 is full allies, -5 is full axis)
lets stop it from going axis
1 die @ Turkey
Dice
Rolls: 1@1; Total Hits: 0
1@1: (4)

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tekkyy
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« Reply #14 on: December 04, 2007, 06:31:48 am »
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axis/allies team turns for the rest of the game

team members perform at their own rate
but conduct combat is done together

G1

Collect Income
35 IPC

Purchase Units and Developments
5 ARM @ 5 IPC
2 tech die @ 5 IPC
save 0 IPC

Combat Move
1 INF +  1 ART @ seu -> egy
1 TP + 1 BB @ z14 -> z15
1 INF + 1 ARM @ lib -> egy

1 SS @ z8 -> z13
1 FTR @ weu -> z13
1 FTR @ ger -> z13

2 INF + 1 ARM + 1 FTR @ blk -> urk
2 INF + 1 ARM + 1 FTR @ eeu -> urk
1 ARM @ ger -> ukr
1 ARM @ seu -> ukr
1 FTR @ bel -> ukr

7 INF + 1 ARM @ bel -> len

edit: forgot to land air units in R0, they land in cau
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