AARHE: Phase 3: Revised NA's


  • :roll:  Well, I have removed one Colonial Garrison and added Commonwealth troops. Tekkyy please see you you add it to the rule book or that we do it with one less. Still 15 then, because you mentioned before the Commonwealth troops had to go because of the INF build options already in AARHE.

    Why should Battlecruisers go? Let them stay.


  • captaincanuck:  your looking at the first post . look at the latter one. its cleaned up.


  • Patriotism
    oh dear, I am seeing short term memory from you lately
    how many projects are you working on atm Imperious?

    ++++ yea I know…

    Super Dreadnoughts
    Yeah 3-hits BB is about right.

    +++ great

    Guerrilla Tactics
    If China is included Kwantung would be too.

    +++= right

    12-15
    At least a one sentence on historic background would be good.

    +++ ill get something or some links

    The Kantokuen Plan
    Needs to be changed as land units’ hits are not selective.
    Maybe more like place 3 INF at Manchuria?

    ++++ yea could be done. but it should reflect say 2 inf, 1 tank, 1 art? something other than X= infantry

    Tiger of Manila
    Seems a little sketchy to me.

    ++++ Yamashita was a great general and he had a brilliant plan for taking singapore in 1941. He even had less forces and still did the job.


  • Japan National Advantages (Revised list)

    1.  Tokyo Express
    The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal dubbed this the “Tokyo Express”.
    Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Your destroyers can also conduct shore bombardment (using an attack of 2) in an amphibious assault.

    2.  Kamikaze Attacks
    A terrifying development was the Japanese suicide tactics as a desperate means of slowing the Allied advance. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
    You may make six Kamikaze attacks during the game for free. Kamikazes are not represented by a unit, hence a Kamikaze can not be taken as a casualty. Use a die to keep track on how many Kamikaze remain to be used. These attacks may be launched if an Allied player move ships within 2 sea zones from Japan, after all combat movement has been completed. Kamikaze may target specific enemy ships, except for submarines. They attack on a roll of 2 or less during the opening fire step of the first cycle of combat only. Before you rolls dice to launch a Kamikaze attack, you must announce the target(s) and how many Kamikazes that are participating. If a Kamikaze is used during an allied combat phase this counts as a naval battle and will prevent all ships in that sea zone from conducting shore bombardment.

    3.  Long Lance Torpedoes
    The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power.
    Your submarines attack on a 3 (4 if you have the Super Submarines development) in the opening fire step of combat. This increased attack factor is for the first cycle of combat only.

    4.  Super Dreadnoughts
    Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen.
    Your battleships still attack (imply shore bombardment) and defend on 4, but take 3 hits to sink and selects target. Hits are preemptive and destructive. Even 2 hit targets are immediately destroyed.

    5.  Dug-In Defenses
    The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tactic included bunkers and pillboxes connected by tunnels.
    All your infantry on islands are immune to shore bombardment and defend on a 3.

    6.  Banzai Attacks
    A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant, “May you live ten thousand years.”
    When you begin an attack with only infantry, all those infantry attack on a 2, on the first round of combat only. This also applies to any amphibious assault in which all your attacking units in the land combat (other than those conducting shore bombardment) consist of only infantry. However they may not retreat.

    7. Mounted Infantry
    A mixture of horses and tanks was common in the Imperial Army.
    Your infantry may move 2 spaces. However, they still may not blitz.

    8. Shinyo suicide boats
    At the start of a sea attack, you may designate as many of your transports as suicide boats. In the first cycle of combat, suicide boats hit in the Opening Fire step of combat (meaning, their casualties cannot hit back)–each suicide boats specifies one specific enemy sea unit which it tries to hit (two suicide boats could specify the same target unit, and may declare a secondary target, so if they both target the same thing and the first one hits, the 2nd suicide boats may attempt to destroy the secondary target). Suicide boats hit on a 3 in attack and defense. Enemy units cannot hit suicide boats! Instead, they automatically die after the first cycle of combat, whether they have hit or not.

    9. Guerrilla Tactics
    Japanese infantry operated well on forests because they employed guerrilla tactics.
    Your attacking infantry and tanks fire on the Conduct Opening Fire Step of combat during the first cycle. Only applicable on Paciffic Islands and the territories of French Indo China, China, Kwantung and India.

    10. Imperial Guard
    The Japanese Imperial Guard were elite soldiers that protected the Emperor. They were also used for military operations on a limited basis.
    Once per game, if your capital gets attacked by at least one ground unit, you may place 2 infantry there before the Conduct Combat Phase.

    11. The Indian National Army
    The Indian National Army (I.N.A) or Azad Hind Fauj was the army of the Arzi Hukumat-e-Azad Hind (The Provisional Government of Free India ) which fought along with the Japanese 15th Army during the Japanese Campaign in Burma, and in the Battle of Imphal, during the Second World War.
    Once during the game when you launch an attack on India, you may place 2 INF for free on the battleboard.

    12. East Wind Rain
    “East wind, rain” was the coded Japanese radio message that launched events leading to the sneak attack at Pearl Harbor December 7th 1941.
    Japanese attacks against any American fleet units gain a +1 modifier for one turn.

    13. The Kantokuen Plan
    To keep the true reasons secret, the build-up was called the “Special Maneuvers of the Kwantung Army,” or KANTOKUEN for short. The 400,600 troops in the Kwantung Army were suddenly stepped up to over 700,000, and some billion Yen in military funds were expended only upon KANTOKUEN. Such maneuvers was realizing during July-August 1941,at time when the Red Army was desperately struggling against German Invasion were perceived as real threats: assessments that the U.S.S.R. would have been defeated had the Japanese attacked at this time, retrospectively frightened the Soviet government and helped build the image of a treacherous Japan as well.
    Once during if you attack the USSR out of Manchuria, you may place 2 INF, 1ART and 1ARM there for free.

    14. Greater East Asia Co Prosperity Sphere
    The Greater East Asia Co-Prosperity Sphere concept was an attempt by Japan to create a self-sufficient “bloc of Asian nations led by the Japanese and free of Western powers”.
    For every British territory captured in Asia, the japanese recieve double income for the first turn of conquest.

    15. Tiger of Malaya
    General Tomoyuki Yamashita (November 8, 1885 – February 23, 1946) was a general of the Japanese Imperial Army during the World War II era. He was most famous for conquering the British colonies of Malaya and Singapore, earning the nickname The Tiger of Malaya.
    Japanese forces fighting in land battles against British in Asia gain a +1 combat modifier.


  • With historical comments now.  Further it was the Tiger of Malaya, and not Manila  :-)

    Good now?


  • perfect!!!

    next up United States… after that we will repost all 6 nations and have one final run thru on the NA’s i do know a few new german NA’s id like to consider. ( long range bomber is one)


  • United States National Advantages

    1.  Chinese Divisions
    The Chinese had three hundred divisions in 1942. President Roosevelt spent much of the war trying to get Chiang Kai-Shek to do something with them.
    During you’re mobilize new units phase, you may place one of your infantry for free in one of the following territories if you control it: China, Sinkiang, or Kwangtung. This free unit is in addition to the group of units you just purchased.

    3.  Liberty Ship Program
    In 1941, the U.S. embarked on a massive expansion of the merchant marine fleet under the auspices of the Emergency Shipbuilding Program. The standard Liberty ship was the centerpiece of this program.
    Your transports now cost 6 IPC’s.

    4.  Superfortresses
    The B-29 Superfortress carried the biggest standard bomb load of any wartime bomber.
    Your bombers roll one additional die each when conducting a strategic bombing raid. They defend on a 2.

    5. Great Wall of China
    During the Second Sino-Japanese War, the Chinese National Revolutionary Army fell back to the Great Wall.
    Your infantry on China and Sinkiang defend on a 3.

    6. Naval Industry
    After Pearl Harbor, the US tried to rebuild its Pacific Fleet.
    All Naval units cost one less IPC for the entire game.

    8. Filipino Guerrillas
    The HUKBALAHAP helped pave the way for the US invasion of Leyte.
    Once per game, if the Allies control the Philippine Islands, you may place two of your infantry there for free during the mobilize new units phase of your turn.

    10. Pacific Divisions
    Place 1 free INF/TURN during the Mobilize Units Phase in either Sink, Chi, Kwa, Phi, Alsk or Haw if you control it.

    11. Carpetbombing
    Each bomber can for one round bomb enemy land units hitting at a 2. It must first survive enemy ID rolls.

    12.Essex Aircraft Carrier
    Once per turn, 1 CV (Aircraft Carrier) can be purchased and placed at Eastern United States for 14 IPC.


  • Thanks Micoom. I appreciate the correction. I did not mean anything by it we all make mistakes. As for Battlecruisers I think 3 spaces is too much but you guys are the experts! Imperious Leader sorry for the intrusion I was looking at page 23 and notice the error. I just joined and really like this website. I hope in some way I can help and learn from you guys. Thanks!


  • Hey, thanks for telling!  And because you are new, Cariers and Cruisers move 3 in AARHE, and with this NA for Britian also the BB can move 3. If all was sitll 2 like in Revised then yes, maybe you where right.


  • captaincanuck

    please post your thoughts regardless… you have have some good ideas that are outside the box and those are allways good.

    if you dont like something post away.


  • :-oAaahhh! Man! Sorry! I was not paying attention! Then that is perfect then. I will learn the AARHE rules. Thanks again!


  • captaincanunk,
    welcome to the AARHE project!

    National unit for US from before was…

    1. Essex Aircraft Carrier
    Once per turn, 1 CV (Aircraft Carrier) can be purchased and placed at Eastern United States for 14 IPC.


  • Marines
    now optional unit

    Great Wall of China
    not realistic, if anything (related to Great Wall of China) maybe land units attacking from Manchuria into China has attack decreased by 1

    Paratroopers
    now optional unit
    but could remove “Bomber as Transport” ability from standard rules and make it US only

    HUKBALAHAP
    3 INF seems a lot historically
    how about 2 INF, and then free 1 INF later

    Mechanized Infantry
    now optional unit


  • fixed except for great wall… not sure about it.

    now we need to fill in the holes…


  • 13. Iowa Class Battleships
    The Iowa’s were thus designed as fast escorts for aircraft carriers, rather than as a classical battleship. Speed was the essence of their design, topping thirty knots on calm waters. They owed it to their extremely powerful machines (more than 50% better than on the previous South Dakota) and the length of their hull (for hydrodynamic reasons, the longer the ship, the faster she can go). The guns had the same caliber as those of their predecessors (16-Inch) but it was a new more powerful model. They were also valuable antiaircraft platforms, especially in the era of the Kamikaze.
    Your Battleships may move 3 spaces and have a +1 AA gun fire.


  • I think thats good except it should only be one battleship that can do this… Also, the japanese super battleship idea needs to also be just one ship as the designated superbattleship.

    perhaps it can be the same NA for both sides (using the japanese NA …only apply to each case)

    You could even give germany such a ship representing the Tirpitz.

  • Moderator

    I Think they should just cost more rather then limit the number, because sooner or later there will be a thousand different pieces out there, all original 1 of a kinds,  i think i need scratch paper to keep them all straight. The Iowa Class is cool Idea  I like it better then the Essex  NA although that is an interesting Idea. 14 is to low for what it is 15 is About right. especially if they can buy it every turn.

    I’m not sure if it is ever been posted before, but what about Fletcher destroyers, I mean If where throwing Specific unit types around,
    Fletcher destroyer- US may Decide to purchase for x amount of IPC value above normal cost of a destroyer to recieve a 2-3 destroyer with all the same abilities as a normal one.
    sorry for the alien talk but I’m not sure what the going rate is, 12?

    I like the Idea of getting China in on this one but the wall idea needs some tweaking.
    Realisticaly The wall would not stop at that time a Modern Army With Airsupport.


  • Fletcher destroyer- US may Decide to purchase for x amount of IPC value above normal cost of a destroyer to recieve a 2-3 destroyer with all the same abilities as a normal one.
    sorry for the alien talk but I’m not sure what the going rate is, 12?

    The destroyers cost 10 IPC in AARHE… I am not sure about making a ‘new’ type of destroyer… but what ability or character does a fletcher class DD have to you? Post your idea in complete form.

    I think you should formulize what you see as the NA for Iowa BB and also the Japanese BB.  Rewrite what we got in your own terms and well have a look.


  • could replace Great Wall of China with Communist Guerillas

    rather than additional units it would be like the USSR NA “Partisans” Imperious came up with


  • 14. Communist Guerillas
      Starting with the 2nd turn of any Japanese (or other Axis)  invasion of China or Sinkiang the US player rolls one die per turn and notes the results as follows:
    1= One Japanese Infantry is destroyed and removed from the map.
    2=  The US player can select the territory of China, Sinkiang or Kwantung and force all Japanese units that move into this territory to stop or force units moving out to be reduced to a movement of one.
    3= The Japanes players loses 2 IPC
    4= The Japanese player loses 1 IPC
    5= No effect
    6= Communist Guerillas neutralized (no roll next turn)

    Something like this?

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