@sergio here is the lite version of AARHE 4.0
AARHE demo
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Mobilize New Units
6 INF @ mos
4 INF @ cauDevelop Weapons
1 free die, hits on a 2
1 die to rockets
Rolls: 1@2; Total Hits: 01@2: (5) -
USSR remains at 0 of 3 progress boxes for rockets tech
Diplomacy
USSR gets 1 dieTurkey looks dangerous at -1 (+5 is full allies, -5 is full axis)
lets stop it from going axis
1 die @ Turkey
Rolls: 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 togetherG1
Collect Income
35 IPCPurchase Units and Developments
5 ARM @ 5 IPC
2 tech die @ 5 IPC
save 0 IPCCombat Move
1 INF + 1 ART @ seu -> egy
1 TP + 1 BB @ z14 -> z15
1 INF + 1 ARM @ lib -> egy1 SS @ z8 -> z13
1 FTR @ weu -> z13
1 FTR @ ger -> z132 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 -> ukr7 INF + 1 ARM @ bel -> len
edit: forgot to land air units in R0, they land in cau
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recall conduct combat needs to be done together for the whole team
J1
Collect Income
30 IPCPurchase 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 IPCCombat 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 -> z60CV @ 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 -
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 unitsUSSR:
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 -> bryConduct Combat
bry
opening-fire, no matching friendly land units so fight at -2
attacker:
Rolls: 1@2 1@1; Total Hits: 11@2: (1)1@1: (5) -
defender allocates 1 INF
chi
opening-fire, dogfight
attacker:
Rolls: 2@2; Total Hits: 12@2: (2, 3)defender:
Rolls: 1@3; Total Hits: 01@3: (5) -
defender allocates 1 FTR
attacker:
Rolls: 7@1; Total Hits: 27@1: (5, 4, 4, 2, 1, 1, 5)defender:
:aa 2@2: -
defender:
Rolls: 2@2; Total Hits: 02@2: (6, 6) -
defender allocates 2 INF
remaining forces:
attacker: 7 INF + 2 FTR
defender: nilattacker: retreats 5 INF to fic (note you can retreat or partial retreat even if combat is won)
z52
detect submarines
each destroyer get 1 dieattacker:
Rolls: 1@2; Total Hits: 01@2: (3) -
all submarines undetected
so 1st cycle of combat they fire in opening-fire and selectivelyopening-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:
Rolls: 1@2; Total Hits: 01@2: (6)defender:
Rolls: 1@2; Total Hits: 01@2: (5)Anti-air
attacker gets 1(DD) + 1(CV) + 2(BB) rolls
defender gets 1(CV) rollsattacker:
Rolls: 4@1; Total Hits: 14@1: (4, 2, 1, 4)defender:
Rolls: 1@1; Total Hits: 01@1: (2) -
defender allocates 1 FTR
battleship fire before main round fire (though not in opening-fire)
attacker:
Rolls: 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
Rolls: 2@1 1@1; Total Hits: 12@1: (6, 2)1@1: (1)defender:
CV fires
Rolls: 1@1; Total Hits: 11@1: (1) -
attacker allocates BB
BB damageddefender allocates CV
(again, can’t be allocated on submarine)
CV killedremaining forces:
attacker: BB + 2 CV + 3 NAV + DD + SS
defender: NAV + SSattacker: press attack
defender: retreatSS 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 combatz13
Anti-air:
attacker:
SS can’t be detected, so it fires in opening-fire
it can’t target anything but the BB
attacker:
Rolls: 1@2; Total Hits: 01@2: (5)defender:
BB gets 2 rolls
Rolls: 2@1; Total Hits: 02@1: (2, 3) -
main round
attacker:
Rolls: 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 damagedremaining 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)
Rolls: 1@1; Total Hits: 01@1: (4) -
AA search failed, no need to roll AA attack die
opening-fire, dogfighting
attacker:
Rolls: 3@2; Total Hits: 13@2: (5, 1, 5)defender:
Rolls: 2@3; Total Hits: 12@3: (3, 6)main round
attacker:
Rolls: 4@1 4@3; Total Hits: 44@1: (2, 4, 1, 1)4@3: (3, 4, 4, 3)defender:
Rolls: 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 + FTRattacker looks strong
but defender which have 6 INF arriving at 2nd cycle of combatattacker: press on
defender: remainopening-fire
Anti-Air
(thats right, AA no longer gets unlimited no. rolls but now fires in every cycle of combat)
defender:
Rolls: 1@1; Total Hits: 01@1: (4) -
opening-fire, dogfight
attacker
Rolls: 2@2; Total Hits: 22@2: (2, 1)
defender
Rolls: 1@3; Total Hits: 11@3: (3)main round
attacker:
Rolls: 4@1 4@3; Total Hits: 44@1: (3, 1, 6, 1)4@3: (6, 2, 1, 5)
defender:
Rolls: 1@6 1@3; Total Hits: 11@6: (3)1@3: (6)