• Mobilize New Units

    6 INF @ mos
    4 INF @ cau

    Develop Weapons
    1 free die, hits on a 2
    1 die to rockets
    DiceRolls: 1@2; Total Hits: 01@2: (5)

    R0-mobilize.AAM


  • 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
    DiceRolls: 1@1; Total Hits: 01@1: (4)


  • 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

    G1-combat-move.AAM


  • recall conduct combat needs to be done together for the whole team

    J1

    Collect Income
    30 IPC

    Purchase Units and Developments
    5 INF @ VC @ 4 IPC
    (2 for Hsinking, 1 for Hong Kong, 2 for Singapore…which also happens to be maximum deployment for those VCs)
    5 INF @ Capital @ 2 INF
    save 0 IPC

    Combat Move
    for demo purposes, we’ll say all the FTR (fighter) on CV (aircraft carrier) are in fact the optional unit NAV (naval fighters)

    SS @ z46 -> z52
    BB @ z60 -> z52 (note there is no point in bringing the TP in z60, hits are allocated on TP last)
    CV + DD + NAV @ z50 -> z60

    CV @ z37 -> z52 (note CV moves at 3, making it impossible to chase with BB)
    NAV @ z37 -> z52 (note NAV do not have to be launched before movement of CV, however it has moves at 2 making it stay with the fleet)

    2 INF 1 FTR  @ man -> chi
    3 INF @ kwa -> chi
    2 INF 1 FTR @ fic -> chi

    J1-combat-move.AAM


  • now all Axis has declared their combat move and waiting to perform conduct combat together
    Allies is passive but maybe declare combat reinforcements for air or land units

    USSR:
    2 FTR @ cau -> ukr (air units arrive immediately to adjacent territory)
    6 INF @ cau -> ukr (land units arrive at 2nd cycle of combat)


  • oh we’ll add an air attack on bryatia
    FTR + BMR @ jpn -> bry

    Conduct Combat

    bry
    opening-fire, no matching friendly land units so fight at -2
    attacker:
    DiceRolls: 1@2 1@1; Total Hits: 11@2: (1)1@1: (5)


  • defender allocates 1 INF

    chi

    opening-fire, dogfight
    attacker:
    DiceRolls: 2@2; Total Hits: 12@2: (2, 3)

    defender:
    DiceRolls: 1@3; Total Hits: 01@3: (5)


  • defender allocates 1 FTR

    attacker:
    DiceRolls: 7@1; Total Hits: 27@1: (5, 4, 4, 2, 1, 1, 5)

    defender:
    :aa 2@2:


  • 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)

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