• defender:
    DiceRolls: 2@2; Total Hits: 02@2: (6, 6)


  • defender allocates 2 INF

    remaining forces:
    attacker: 7 INF + 2 FTR
    defender: nil

    attacker: retreats 5 INF to fic (note you can retreat or partial retreat even if combat is won)

    z52

    detect submarines
    each destroyer get 1 die

    attacker:
    DiceRolls: 1@2; Total Hits: 01@2: (3)


  • all submarines undetected
    so 1st cycle of combat they fire in opening-fire and selectively

    opening-fire

    attacking SS target defending CV
    defending SS target attacking CV

    (probably a good choose as air units need CV to land,
    in addition to that in AARHE air units must withdraw at end of combat cycle if there isn’t a CV to land)

    attacker:
    DiceRolls: 1@2; Total Hits: 01@2: (6)

    defender:
    DiceRolls: 1@2; Total Hits: 01@2: (5)

    Anti-air

    attacker gets 1(DD) + 1(CV) + 2(BB) rolls
    defender gets 1(CV) rolls

    attacker:
    DiceRolls: 4@1; Total Hits: 14@1: (4, 2, 1, 4)

    defender:
    DiceRolls: 1@1; Total Hits: 01@1: (2)


  • defender allocates 1 FTR

    battleship fire before main round fire (though not in opening-fire)

    attacker:
    DiceRolls: 1@4; Total Hits: 11@4: (3)


  • defender allocates CV
    (note can’t allocate on submarine because submarines can only be killed by destroyers before technology)

    CV damaged (CV is 2 hit)

    main round

    attacker:
    DD and CV fires
    DiceRolls: 2@1 1@1; Total Hits: 12@1: (6, 2)1@1: (1)

    defender:
    CV fires
    DiceRolls: 1@1; Total Hits: 11@1: (1)


  • attacker allocates BB
    BB damaged

    defender allocates CV
    (again, can’t be allocated on submarine)
    CV killed

    remaining forces:
    attacker: BB + 2 CV + 3 NAV + DD + SS
    defender: NAV + SS

    attacker: press attack
    defender: retreat

    SS to z55
    NAV to wus (air units can retreat 2 spaces)


  • lets not forget Germany
    Japan cannot perform the post-combat game phases until Germany finishes conduct combat

    z13

    Anti-air:

    attacker:
    SS can’t be detected, so it fires in opening-fire
    it can’t target anything but the BB
    attacker:
    DiceRolls: 1@2; Total Hits: 01@2: (5)

    defender:
    BB gets 2 rolls
    DiceRolls: 2@1; Total Hits: 02@1: (2, 3)


  • main round

    attacker:
    DiceRolls: 2@3; Total Hits: 12@3: (1, 5)

    defender:
    BB no need to fire, it can’t hit the SS nor the FTR in main round


  • defender allocates BB
    BB damaged

    remaining forces:
    attacker: SS + 2 FTR
    defender: BB (damaged)

    the FTR, with no CV to land on, must withdraw

    attacker: press attack (with SS)
    defender: retreat to z12 (since it can’t kill the SS)

    ukr

    USSR air units reinforcement arrive at 1st cycle of combat

    opening-fire

    Anti-air
    (what? I see no AA guns…oh VC has 1 implicit AA)

    defender:
    AA needs to search first (air units are actually powerful in AARHE)
    DiceRolls: 1@1; Total Hits: 01@1: (4)


  • AA search failed, no need to roll AA attack die

    opening-fire, dogfighting
    attacker:
    DiceRolls: 3@2; Total Hits: 13@2: (5, 1, 5)

    defender:
    DiceRolls: 2@3; Total Hits: 12@3: (3, 6)

    main round
    attacker:
    DiceRolls: 4@1 4@3; Total Hits: 44@1: (2, 4, 1, 1)4@3: (3, 4, 4, 3)

    defender:
    DiceRolls: 1@2 1@2 3@3; Total Hits: 21@2: (5)1@2: (6)3@3: (5, 2, 1)


  • opening-fire

    attacker alloactes 1 FTR

    defender allocates 1 FTR

    main round

    attacker allocates 2 ARM (since both hits are tank hits)

    defender allocates 1 INF + 1 ART + 2 ARM (it was 2 tank hits and 2 infantry hits)

    remaining-forces:
    attacker: 4 INF + 4 ARM + 2 FTR
    defender: ARM + FTR

    attacker looks strong
    but defender which have 6 INF arriving at 2nd cycle of combat

    attacker: press on
    defender: remain

    opening-fire

    Anti-Air
    (thats right, AA no longer gets unlimited no. rolls but now fires in every cycle of combat)
    defender:
    DiceRolls: 1@1; Total Hits: 01@1: (4)


  • opening-fire, dogfight
    attacker
    DiceRolls: 2@2; Total Hits: 22@2: (2, 1)
    defender
    DiceRolls: 1@3; Total Hits: 11@3: (3)

    main round
    attacker:
    DiceRolls: 4@1 4@3; Total Hits: 44@1: (3, 1, 6, 1)4@3: (6, 2, 1, 5)
    defender:
    DiceRolls: 1@6 1@3; Total Hits: 11@6: (3)1@3: (6)


  • opening-fire
    attacker allocates 1 FTR
    defender allocates 1 FTR

    main round
    attacker alloactes 1 INF
    defender alloactes 3 INF + ARM

    remaining forces:
    attacker: 3 INF + 4 ARM + 1 FTR
    defender: 3 INF

    after 2 cycle of combats, Germany finally gains air superiority
    each FTR now increases one ARM’s attack by 1

    attacker: press on
    defender: retreat to cau

    capture rolls
    attacker has 4 more ARM than defender
    DiceRolls: 4@2; Total Hits: 14@2: (2, 5, 5, 6)


  • 1 INF is “captured” (removed from gameplay)

    z15

    no air units, no Anti-Air

    battleship fires before main round

    attacker:
    DiceRolls: 4@1; Total Hits: 04@1: (5, 2, 3, 3)


  • no scrap that
    I meant 1@4 not 4@1 lol

    battleship
    DiceRolls: 1@4; Total Hits: 11@4: (1)


  • defender allocates DD
    combat over

    egy

    pushing into Egypt with no air support
    Rommel wouldn’t have liked that

    opening-fire
    DiceRolls: 1@4; Total Hits: 01@4: (5)


  • main round

    attacker:
    DiceRolls: 1@1 1@2 1@2 1@3; Total Hits: 21@1: (5)1@2: (1)1@2: (3)1@3: (3)
    defender:
    DiceRolls: 1@2 1@3; Total Hits: 21@2: (1)1@3: (1)


  • heavy losses of armor on both side

    attacker allocates INF + ARM
    defender allocates INF + ARM

    remaining forces:
    attacker: INF + ARM
    defender: FTR

    with lost of ground control, the fighter has to withdraw

    attack: press on
    defender: retreat to ken

    G1-conduct-combat.AAM


  • Non-combat Move

    German
    2 FTR @ z13 to weu
    INF + ART @ alg to lib
    FTR @ nwy to weu
    FTR @ ukr to ger
    6 INF + ARM @ bel to ukr
    ARM @ ger to urk
    INF @ ger to weu
    FTR @ ger to weu
    2 ARM @ weu to eeu

    Japan
    2 FTR @ chi to man
    BB @ z37 to z50
    TP @ z59 to z61
    TP @ z60 to z61
    2 INF + ART + ARM @ jpn to man

    G1-non-combat-move.AAM


  • after Axis has done non-combat move, Allies can perform non-combat reinforcement
    land and naval units that did not conduct combat nor moved this turn may reinforce adjacent space

    (in AARHE, it doesn’t take you half the game just to cross the ocean or continent, you get none of that)

    USSR:
    4 INF @ wru to cau
    4 INF @ nov to sin
    9 INF + ART @ mos to cau

    UK:
    inf @ saf to ken
    inf @ tri to per

    US:
    DD @ z20 to z54
    DD @ z10 to z20

    G1-non-combat-reinforcement.AAM

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