• I would like to reiterate that we were supposed to keep it simple and produce AARHE 4.1
    removal of certain rules and simplifications was the focus
    introduction of new rules was not sought after, it would be counter productive to the removal and simplifications we made earlier

    no they destroy units. This is wrong. Its impossible to destroy an army from a Battleship

    yes , this is why I sugguest shore bombardment to be +1 to infantry instead of OOB’s shore bombardment where the ship gets to roll a combat die

    but the unit can be reduced in effectiveness and i feel this is a good model.

    I see what you mean but as mentioned I feel the reality is that you can’t just keep shelling the area once friendly troops are in the area
    the suppression rule just feels too powerful to me, I much prefer them supporting the attacking land units

    we might be simply over doing al this amphibious assault bonus for defender and attacker
    maybe it would make sense to not have this suppression and also not let defending non-infantry land units fire in opening-fire
    (my worry is that powerful bonuses is not realistic as the beach fighting is overly emphasised while in reality most fighting is the inland battle afterwards…your territory-IPC-based amphibious landing limit already adds the amphibious favour to the land combat)

    And since the BB can effect units defending in a range of 1-4, while cruisers its 1-3. This gives the BB a new advantage as well.

    we’ll worry about that in future version when we reintroduce optional units

    why would defender allocate the reduced unit (instead of infantry) as combat loss?
    unless the suppressed unit is suppressed for 2nd, 3rd, 4th…eycles

    Because the invasion may be very close to winning and the defender might want to take out the suppressed unit as combat loss in order to inflict maximum loses and deny losing the battle.

    hm….
    the defending unit allocated as casualty still gets to return fire
    unless it was opening-fire
    but the only attacker opening-fire for OOB style shore bombardment, which is no more and replaced by my +1 to infantry rule or your suppression rule

    The defender may have 5 tanks and 2 infantry and the attacker has 6 infantry and 4 tanks. The defender retreats his tanks and the attacker only gets 3 hits on the first round. That saves most of the tanks and its realistic.

    um…yeah thats if we go and add a new rule for the parting shot idea

    If we only allow full retreats the defender gets to fire for free with all his units and retreat, because retreat allocations are announced at the end of battles.

    well…if we have a parting shot rule it would apply all the time…no reason to let full retreat be exempt

    I propose they are announced at the start of the round and retreating units allocated for retreat do not fire. Play it out and see.

    yeah I saw that…all that you said sounds better if yet another rule (declare retreat being combat die) is added

    I think the reason why in axis and allies you don’t declare retreat at the beginning of the cycle is the time frame
    it would be stupid when one side performed well in the cycle but retreats at the end of the cycle because that side declared retreat before the dice rolling
    and this would be funny for a turn that represents months


  • I would like to reiterate that we were supposed to keep it simple and produce AARHE 4.1
    removal of certain rules and simplifications was the focus
    introduction of new rules was not sought after, it would be counter productive to the removal and simplifications we made earlier.

    yes that is true

    Quote
    no they destroy units. This is wrong. Its impossible to destroy an army from a Battleship
    yes , this is why I sugguest shore bombardment to be +1 to infantry instead of OOB’s shore bombardment where the ship gets to roll a combat die

    +1 is not enough juice to make it worthwhile. The design had it more strong in effect and our solution needs to be something only more realistic, but have a decent weight of effect. +1 one round is nothing

    we might be simply over doing al this amphibious assault bonus for defender and attacker
    maybe it would make sense to not have this suppression and also not let defending non-infantry land units fire in opening-fire

    well we need something with flavor. Let just artillery get preemptive return fire, and limit invasion by IPC each round and leave the SB as per OOB.

    Quote
    And since the BB can effect units defending in a range of 1-4, while cruisers its 1-3. This gives the BB a new advantage as well.
    we’ll worry about that in future version when we reintroduce optional units

    ok fine.

    Quote
    why would defender allocate the reduced unit (instead of infantry) as combat loss?
    unless the suppressed unit is suppressed for 2nd, 3rd, 4th…eycles
    Quote
    Because the invasion may be very close to winning and the defender might want to take out the suppressed unit as combat loss in order to inflict maximum loses and deny losing the battle.
    hm…
    the defending unit allocated as casualty still gets to return fire

    it returns fire at its reduced combat value. thats the difference.

    Quote
    If we only allow full retreats the defender gets to fire for free with all his units and retreat, because retreat allocations are announced at the end of battles.
    well…if we have a parting shot rule it would apply all the time…no reason to let full retreat be exempt

    the new idea is retreat is announced before the start of combat. Retreat declarations do not fire. Extra hits go against retreating units. that solves it.

    I think the reason why in axis and allies you don’t declare retreat at the beginning of the cycle is the time frame
    it would be stupid when one side performed well in the cycle but retreats at the end of the cycle because that side declared retreat before the dice rolling
    and this would be funny for a turn that represents months

    In the war game it works very well.


  • @Imperious:

    no they destroy units. This is wrong. Its impossible to destroy an army from a Battleship, but the unit can be reduced in effectiveness and i feel this is a good model. And since the BB can effect units defending in a range of 1-4, while cruisers its 1-3. This gives the BB a new advantage as well.

    I like this idea - I don’t know if you have played The Napoleonic Wars, Wellington, or Kutuzov by GMT games - but their combat system is one dice per unit - or three dice per ship - and each ‘6’ is a kill, and each ‘5’ is a disrupt - which means in the next round of combat those units don’t get to fire.

    So, the idea that naval bombardment hits ‘supress’ enemy units is pretty cool - and something I’m going to house rule. I also like where you are going with artillery discussions… do you use them for a preliminary bombardment to ‘supress’ enemy untits or save them for combat to kill - knowing that killed units fire back, but supressed units (whilst they will survive) will not get to fire - and may be killed by other attacking units.

    Have no idea how that will work without testing - but there have been some really interesting ideas thrown about on the board.


  • I’ve been busy and will be for some time

    also, this phase of AARHE can’t progress if we keep getting side tracked

    or maybe our goals are too different
    maybe you don’t see my passion for making a palatable AARHE (for the possbility of making AARHE more relevant)

    @Imperious:

    well we need something with flavor. Let just artillery get preemptive return fire, and limit invasion by IPC each round and leave the SB as per OOB.

    well OOB SB is too juicy, its god-like

    don’t mind the high value of 4 for battleship nor make destroyer SB standard
    its the preemptive fire and lack of 1-to-1 thats crazy
    hate to see combats decided mostly by shore bombardment

    the new idea is retreat is announced before the start of combat. Retreat declarations do not fire. Extra hits go against retreating units. that solves it.

    In the war game it works very well.

    better if there was a simpler way
    ideally one or two sentences, a modification to existing rules rather than a rewrite of the sequence

    anyway all that talk branched from partial retreat


  • Quote from: Imperious Leader on April 30, 2009, 08:42:29 pm
    well we need something with flavor. Let just artillery get preemptive return fire, and limit invasion by IPC each round and leave the SB as per OOB.
    well OOB SB is too juicy, its god-like

    ok lets do that make it so.

    don’t mind the high value of 4 for battleship nor make destroyer SB standard
    its the preemptive fire and lack of 1-to-1 thats crazy
    hate to see combats decided mostly by shore bombardment

    ok keep it as it is then.

    Quote
    the new idea is retreat is announced before the start of combat. Retreat declarations do not fire. Extra hits go against retreating units. that solves it.
    Quote
    In the war game it works very well.
    better if there was a simpler way
    ideally one or two sentences, a modification to existing rules rather than a rewrite of the sequence

    what wrong with: Retreats are announced before the start of combat. Units that have made retreat declarations do not fire. Extra hits go against retreating units.


  • Does this work for global or spring 42?


  • No it is for AAR


  • Hey Guys, we enjoyed your rule files, we did even print this great AARHE Map. Very Helpful and much more interessting then the orignal rules, but it seems the rulemaking died somewhere in 2009.
    The last rulefile i got is from march 2009.
    Is there some progress? I could help with some clarifications (we stumbled on a few things)
    Greetings and thanks


  • Nothing “died” we just finished….

    http://www.axisandallies.org/forums/index.php?topic=7188.0

    this contain links to all files.


  • Hello Imperious Leader,

    we are playing with 4.0 draft.
    There are some experimental rules on the cometo server, wich aren´t quite finished.

    Here are my rule questions:

    1.Anti-Air:
    It´s very weak, there is only a 1/36 Chance of actually destroying a plane and 1/18 of forcing them to retreat.
    2.Advanced Radar:
    Could you explain the advanced radar? The search die is still hitting at 1, but the hit die kills on 1-2 and forces retreat on 3-6? Or is also the search die hitting at 1-2?
    3. Anti Air Naval:
    The Boats don´t have to roll a search die, so one cruiser kills a plane with 3/6 Chance.
    Why they dont have to roll a search die first?
    4.Cruiser
    The Cruiser is the best ship to build and a bit overpowered, it takes one round to build, can take two hits, is great in anti air, can find subs. Why should i buy a battle ship, wich “only” fires first, bad anti air, bad asw?
    5. Air Mission: Counter Air
    So my suppressing fighters, fight one round against the potential DAS fighters and the IDs. Whats my benefit of doing this? Its like a normal combat move in wich i retreat after the first round of combat.
    6.Air Mission: SBR vs Night Bombing:
    Night Bombing is great and its ABSOLUTELY safe, but i think its overpowered. It hurts more NOT to deploy units then to loose some ipcs (wich cant be more then the value of the land).
    So the night bombing should ONLY reduce IPCs.
    7.National Advantages:
    I love em and i hate em, wich is great! I have the feeling the russian advantages are pretty brutal. The get so many units for free, that it is nearly impossible to take them down.
    Are they play tested really well?

    8. Do you play with bidding for sides?
    My impression is, that the axis is a little underpowered.

    9. Where can i find the TripleA Map for AARHE? Can i contribute?

    I love these rules and you did a great work getting them done!


  • 1.Anti-Air:
    It�s very weak, there is only a 1/36 Chance of actually destroying a plane and 1/18 of forcing them to retreat.

    But that was the Historical result, also these are built in as “Infrastructure Defense”, which cost nothing. We didn’t want a game where people lost planes at that rate.

    2.Advanced Radar:
    Could you explain the advanced radar? The search die is still hitting at 1, but the hit die kills on 1-2 and forces retreat on 3-6? Or is also the search die hitting at 1-2?

    First you must target the plane with search roll. The kill rate is higher and retreats are another way of saying “damaged plane mission aborted”

    3. Anti Air Naval:
    The Boats don�t have to roll a search die, so one cruiser kills a plane with 3/6 Chance.
    Why they dont have to roll a search die first?

    Because they are under attack at lower elevations and the “search” is pretty much automatic. In naval combat the ranges are very close, while strategic bombing the elevation is very high from target.

    4.Cruiser
    The Cruiser is the best ship to build and a bit overpowered, it takes one round to build, can take two hits, is great in anti air, can find subs. Why should i buy a battle ship, wich “only” fires first, bad anti air, bad asw?

    The battleships have a compensatory advantage which is ability to fire first, kill target and target cant fire back. I would trade that for anything a cruiser can do.

    5. Air Mission: Counter Air
    So my suppressing fighters, fight one round against the potential DAS fighters and the IDs. Whats my benefit of doing this? Its like a normal combat move in wich i retreat after the first round of combat.

    But you are killing enemy planes, which you could not have been able to kill before and without fighting the land units the DAS flew from.

    6.Air Mission: SBR vs Night Bombing:
    Night Bombing is great and its ABSOLUTELY safe, but i think its overpowered. It hurts more NOT to deploy units then to loose some ipcs (wich cant be more then the value of the land).
    So the night bombing should ONLY reduce IPCs.

    In both situations ID defense is still rolled and remember damage is 1/2 rate

    7.National Advantages:
    I love em and i hate em, wich is great! I have the feeling the russian advantages are pretty brutal. The get so many units for free, that it is nearly impossible to take them down.
    Are they play tested really well?

    You talking about the “Siberian army”?

    8. Do you play with bidding for sides?
    My impression is, that the axis is a little underpowered.

    _Bidding is established in the rules due to different skill levels.

    Sorry no battlemap or Triple A module exists for AARHE_


  • Hello Imperious Leader,

    5. Air Mission: Counter Air
    So my suppressing fighters, fight one round against the potential DAS fighters and the IDs. Whats my benefit of doing this? Its like a normal combat move in wich i retreat after the first round of combat.

    But you are killing enemy planes, which you could not have been able to kill before and without fighting the land units the DAS flew from.

    But I could kill them in a normal attack, as i read it, no unit can fire back at the planes, except ID´s and other planes, so the land units dont fire. So i´m allowed to do one combat cycle with my planes only, after that i have to pull back, because there are no attacking land units. So this would be a legal and normal attack. See Page 9: Land Combat: Retreat Decision
    At the end of a land combat cycle, if only one side has land units the other side must retreat.

    6.Air Mission: SBR vs Night Bombing:
    Night Bombing is great and its ABSOLUTELY safe, but i think its overpowered. It hurts more NOT to deploy units then to loose some ipcs (wich cant be more then the value of the land).
    So the night bombing should ONLY reduce IPCs.

    In both situations ID defense is still rolled and remember damage is 1/2 rate

    Draft 4.0 says nothing about it: Page 13 Night Bombing
    Only Bomber may perform this. Identical to SBR except Infrastructure Defense do not fire against them
    and no aerial combat occurs. Each Bomber may only choose to reduce unit production capacity. So there is no countering at all, and there is nothing about the half rate

    7.National Advantages:
    I love em and i hate em, wich is great! I have the feeling the russian advantages are pretty brutal. The get so many units for free, that it is nearly impossible to take them down.
    Are they play tested really well?

    You talking about the “Siberian army”?

    Well you are right, its not this drastic as i thought: 5.Conscripts; 10.Red Guard; 12. Soviet Militia (whats happening if he doesnt have the money next turn?)


  • 5. Air Mission: Counter Air
    So my suppressing fighters, fight one round against the potential DAS fighters and the IDs. Whats my benefit of doing this? Its like a normal combat move in wich i retreat after the first round of combat.

    It is an opportunity to bring greater force and take out expensive planes of the enemy. You may not do it, but in some cases it is to your advantage to weaken the enemy air force providing your air force is stronger. Sometimes, you want to protect land units from attacks.

    But I could kill them in a normal attack, as i read it, no unit can fire back at the planes, except ID�s and other planes, so the land units dont fire. So i�m allowed to do one combat cycle with my planes only, after that i have to pull back, because there are no attacking land units. So this would be a legal and normal attack. See Page 9: Land Combat: Retreat Decision
    At the end of a land combat cycle, if only one side has land units the other side must retreat.

    I have to look into this, it has been few years since last we played.

    6.Air Mission: SBR vs Night Bombing:
    Night Bombing is great and its ABSOLUTELY safe, but i think its overpowered. It hurts more NOT to deploy units then to loose some ipcs (wich cant be more then the value of the land).
    So the night bombing should ONLY reduce IPCs.

    In both situations ID defense is still rolled and remember damage is 1/2 rate

    Draft 4.0 says nothing about it: Page 13 Night Bombing
    Only Bomber may perform this. Identical to SBR except Infrastructure Defense do not fire against them
    and no aerial combat occurs. Each Bomber may only choose to reduce unit production capacity. So there is no countering at all, and there is nothing about the half rate

    NO it is 1/2 rate. I will find it. Night Bombing is a trade off. If you have no escorts you can still bomb, but at 1/2 rate.

    7.National Advantages:
    I love em and i hate em, wich is great! I have the feeling the russian advantages are pretty brutal. The get so many units for free, that it is nearly impossible to take them down.
    Are they play tested really well?

    You talking about the “Siberian army”?

    Well you are right, its not this drastic as i thought: 5.Conscripts; 10.Red Guard; 12. Soviet Militia (whats happening if he doesnt have the money next turn?)

    If he cant build new units then he is stuck. If the NA offers free units or ‘conversions’ without cost, he can have those units regardless of production capability.


  • Hello Imperious Leader,
    thanks for your responses.
    I think most of my questions are answered.
    We will be playing AARHE on Friday and Saturday, im really excited.

    One last Question: in this Forum you did mention a 4.1 Version of the rules.
    But the last Version on the home.exetel.com.au Servers are 4.0 Draft. Do you got a newer version, wich you could send to me? Perhaps by PM?

    Thanks alot


  • Hi to veryone!

    I have some question

    1- Which rules file is the more stable? I can fin only the 4.0 but on the forum there’s the 4.1 … and there’s also an experimental file that seems to be a patch on 4.0, so for playing which rules I have to use? 4.0 + patch (experimentals) or only 4.1?

    2- On the rules I found this one “You do not collect any IPC during setup.” so on the first turn no one can buy right? It seems impossible, we try to play a game in this way but there weren’t anough troops on the board for conduct any combat… probably I don’t get the rule, someone can explain it to me?

    3- On the URRS special turn the Russian can collect ipc, buy units, develop weapons and diplomacy or they can only move troops and attcka?

    Thank you so much!!


  • @Lelouch_21:

    2- On the rules I found this one “You do not collect any IPC during setup.” so on the first turn no one can buy right? It seems impossible, we try to play a game in this way but there weren’t anough troops on the board for conduct any combat… probably I don’t get the rule, someone can explain it to me?

    3- On the URRS special turn the Russian can collect ipc, buy units, develop weapons and diplomacy or they can only move troops and attcka?

    Hi Lelouch I just stumbled across these rules today, and I believe in the first turn only Russia moves, and does not collect any income and builds no units. Then, every successive round all nations collect income at the beginning of their turn* and so every nation also builds units starting from that turn.

    • this is different from standard A&A where income is collected on the end of each turn. Thus also here, at the setup all nations start with 0 IPCs on their accounts.

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