Current phase two status compiled


  • Phase two:
    New turn phase sequence:

    1. All axis nations perform turn functions
    2. All allies perform turn functions
      Note: in all other respects everything is OOB rules.

    New Technology rules:

    1. Radar= Every surface naval unit and fighter unit now detects enemy subs on a roll of 4 or less instead of just a 2 or less. Also, every AA gun (max of 3 may fire per territory) may detect enemy air units flying over the territory on a roll of 4 or less.

    2. Rockets= You may purchase rockets at a cost of 2 IPCs each. Any number of rockets may be fired from any number of your territories, provided that every territory a rocket is fired from is contiguously connected to your capital. Once a rocket is fired from a territory, it has a range to 2 to reach an enemy IC. The amount of damage done to the IC is equal to the larger of 2 dice rolls. Always roll for each rocket individually (i.e always roll only 2 dice at a time). You may rocket attack any number of enemy ICs, but the max damage done to any IC is equal to the territory’s IPC value.

    3. Super Subs= All your subs attack/ defend and interdict enemy commerce at a roll of 3 or less. Also, subs may move 3 in the non-combat move phase (Note that subs still can’t move in both the combat and non-combat move phases in the same turn).

    4. Long-range aircraft= All your fighters move 6. All your bombers that don’t move in the combat move phase get to move 8 in the non-combat move phase of that same turn. Whenever any of your bombers get shot down you have a choice of either (a) paying 10 IPCs and losing the ability of bombing the enemy in that same turn or (b) assigning the bomber as a casualty as usual.

    5. Jet Fighters= Your AA gun units hit enemy air units on a 1 or 2. Your fighters are detected by enemy AA gun units at half the number they would otherwise detect them (i.e. they detect your fighters only on a 1 without radar and on a 1 or 2 with radar). Also, your fighters defend at a 5.

    6. Heavy Bombers= Enemy AA gun units detect your bombers at half the number that they would otherwise detect them (i.e. they detect your bombers only on a 1 without radar and on a 1 or 2 with radar). Also, take the larger of 2 rolls to determine damage during tactical and strategic bombing.

    Rules regarding techs:

    Each tech roll still costs 5 IPCs. No nation may spend more than half their IPCs in the Technology Development phase of that turn.

    The tech/s you are rolling to develop are declared before you roll. If you roll the same number as the ‘target number’ associated with the tech (see above) then you develop the tech. If you roll the number that equals 7 minus the target number, then you achieved a technology breakthrough. A technology breakthrough makes it much easier to develop that specific tech later in the game. For every technology breakthrough you achieve in a certain tech category, you get 1 additional free die roll in every turn that you buy at least 1 tech roll for that same tech. For example if you achieved 2 breakthroughs in Super Subs (i.e. you previously you rolled a 4 two separate times while attempting to get Super Subs) but still have not developed Super Subs, then on the next turn that you buy a tech roll for Super Subs you get to roll a total of 3 dice to develop that tech (1 for the purchased roll + 2 free die rolls for the 2 breakthroughs). Breakthroughs may only be used in the same tech category that you obtained them in.

    National Unit rules: Optional rules
    SS PANZERS
    (Germany only)
    Description: SS Panzers are specialized in repelling enemy advancement and make a considerable reinforcement to the German players defense. Use regular armor painted in black as SS Panzer units. S.S. Panzers cost 8 IPC’s and can only be built in Germany.

    Cost: 8
    Attack: 5
    Defense: 5
    Move: 2

    Setup: Germany receives one unit for free, during the first round only. This unit is brought into play during the Mobilize New Units Phase on the respective powers´ turn.

    MECHANIZED INFANTRY
    Description: Mechanized Infantry represent elite infantry formations during the war. (Buy some halftrack pieces for these)

    Cost: 4
    Attack: 2
    Defense: 2
    Move: 2

    Setup: Each player receives two units for free, during the first round only. This unit is brought into play during the Mobilize New Units Phase on the respective powers´ turn.

    Special Ability: Each of your tanks gives one matching infantry one additional movement allowance and an increased attack capability of 2 or less in the first cycle of combat only. Even if supported by artillery, their attack remains 2. The tank and the infantry unit must leave from the same territory.

    SOVIET SHOCK TROOPS:
    Description: Representing higher echelon infantry forces.

    Cost: 6
    Attack: 3
    Defense: 4
    Move: 2

    Setup: The Soviet Union receives one unit for free, during the first round only. This unit is brought into play during the Mobilize New Units Phase on the respective powers´ turn.

    HEAVY ARTILLERY:
    Description: Representing higher caliber field Artillery pieces. (Use AA gun piece)

    Cost: 6
    Attack: 4
    Defense: 2
    Move: 1

    Setup: Germany and Soviet Union each receive one unit for free, during the first round only. This unit is brought into play during the Mobilize New Units Phase on the respective powers´ turn.

    Special Ability: They provide a +1 bonus to each matching attacking infantry like regular infantry or can perform a special attack as follows: It can attack from an adjacent space with a one free preemptive salvo and does not have to move in with other units. If it decides to move and attack then its hits are not preemptive.

    HEAVY TANKS:
    Description: Representing elite heavy and super heavy tank classes. (use painted 1/285 scale tanks for these)

    Cost: 7
    Attack: 4
    Defense: 4
    Move: 2

    Setup: Germany and Soviet Union each receive one unit for free, during the first round only. This unit is brought into play during the Mobilize New Units Phase on the respective powers´ turn.

    Special Ability: Each hit can target enemy armor units first before another unit is taken as a loss. (This includes Artillery and Mechanized Infantry as well as any armored types of units.

    Fast Carriers

    Description: Speedy ships with landing decks from which fighters can take off and land.

    (This is a revised rule for aircraft carriers only, not a new unit)

    Cost: 16
    Attack: 1
    Defense: 3
    Move: 3 only in non-combat phase otherwise 2 spaces
    Hits: Takes 2 hits to sink

    Carry Fighters: Just like the box rules.

    Fighter Defense: Just like the box rules.

    ( this unit may not survive playtesting use at your own risk. Its validity may depend on carriers getting 3 fighter capacity vs 2 for a light carrier)
    Light Carriers (Escort Carriers)
    Cost: 10
    Attack: 0
    Defense: 1
    Move: 2
    Hits: Takes 1 hit to sink

    Setup: Japan and UK each receive one Light carrier unit for free, during the first round only. These free cruiser units are brought into play during the Mobilize New Units Phase on the respective powers´ turn.

    Carry Fighters: Just like the box rules.

    Cruisers
    Description: Multipurpose ships that can fire on incoming enemy planes and conduct shore bombardment. (One can use the battleships from A&A Classic as cruisers.)

    Setup: Germany (in Baltic), Japan, UK, and USA (Pacific) each receive one cruiser unit for free, during the first round only. These free cruiser units are brought into play during the Mobilize New Units Phase on the respective powers´ turn.

    Cost: 16
    Attack: 3
    Defense: 3 (Antiaircraft fire)
    Move: 3
    Hits: Takes 2 hits to sink

    Special Abilities
    Shoot Down Air Units: Whenever an air unit enters a sea zone containing an enemy cruiser, the cruiser fires during the Conduct Opening Fire step of combat. Roll one die for each attacking air unit (but only one cruiser in a sea zone can fire during the opening fire step, even if they are controlled by different powers). For every roll of 1, one attacking air unit is destroyed. This opening fire capability is for the first cycle of combat only and does not cancel the regular roll during the Defending Units Fire step.

    Shore Bombardment: In an amphibious assault, your cruisers may like battleships make a support shot on amphibious assaults on a 2. Each cruiser fires once during the Conduct Opening Fire step against enemy land units in the territory being attacked (the enemy units do not fire back). A cruiser cannot conduct shore bombardment if it was involved in a sea combat prior the amphibious assault.

    Destroyers
    Description: Small, fast warships that hunt submarines.

    (This is a revised rule for destroyers only, not a new unit)

    Cost: 10
    Attack: 2 (3 when an enemy submarine is present)
    Defense: 2 (3 when an enemy submarine is present)
    Move: 2 (3 when supported by a carrier)

    Special Abilities
    Supported by Carriers: When a destroyer move along with an aircraft carrier, the destroyer’s movement is increased to 3. This pairing is on a one-to-one basis. The destroyer and the aircraft carrier unit must leave from and end up in the same sea zone.

    Submarine Disruption: A destroyer cancels the special abilities of submarines. Enemy submarines cannot move freely through a sea zone containing your destroyer. If you have destroyers in combat involing enemy submarines, they attack and defend on a 3. Any casualties of enemy submarines can return fire. Also, enemy submarines cannot submerge while your destroyer is present.

    Shore Bombardment: In an amphibious assault, your destroyers may like battleships make a support shot on amphibious assaults on a 2. Each destroyer fires once during the Conduct Opening Fire step against enemy land units in the territory being attacked (the enemy units do not fire back). A destroyer cannot conduct shore bombardment if it was involved in a sea combat prior the amphibious assault.

    Battleships
    Description: Powerful and nearly indestructible monarchs of the sea.

    (This is a revised rule for battleships only, not a new unit)

    Cost: 20
    Attack: 4
    Defense: 4
    Move: 2

    Special Abilities: All attacks on other naval ships are conducted with preemptive salvos to represent longer-range gunnery. Every combat round they attack in a similar manner. Otherwise they conduct themselves the same as LHTR.

    Naval Fighters
    Description: Representing carrier based torpedo-bombers and dive-bombers. ( use 1/600 scale planes for these)

    Cost: 8
    Attack: 2
    Defense: 2
    Move: 2

    Setup: Japan and USA each receive 2 naval fighters free, during the first round only. These are brought into play during the Mobilize New Units Phase on the respective powers´ turn.

    Special Abilities
    These units can only move from small islands or Carriers and can only attack other naval units. All attacks are preemptive rolls against defending warships prior to the start of the first combat round. After each successive round of combat this advantage is lost.
    Changes in prices:
    Russia: 2 Armor for 8 once per round
    Germany: pays 6 for each SUB
    UK: pays 10 for each DD
    Japan: pays 6 for each naval fighter
    US: pays 13 for each bomber or 2 bombers for 26 once per round
    AA gun unit rules:
    Against air units:
    No more than 3 AA guns may fire in any 1 territory. Anytime an enemy air unit flies over a territory, either in combat or non-combat move phases, the AA guns may fire against those air units. Each AA gun (up to 3) rolls 1 die to target an air unit. For every roll of a 1 or 2 an air unit has been targeted. For every successful target roll roll another die to determine the number of air units shot down. An air unit is shot down on a roll of a 1.

    Against amphibious assaults:
    No more than 3 AA gun units may fire during an amphibious assault. Roll 1 die for every AA gun (up to 3) to target 1 unloading transport. The transport has been successfully targeted on a roll of a 1 or 2. For every roll of a 1 or 2, roll another die to attempt to hit the transport. The enemy transport is hit on a roll of a 1. Repeat again for all other unloading transports.

    Note: this is no the final wording or structure of how we intend to present this information. Also some of it has similiar ideas. Please add anything that was missed from any older posts on what was agreed for changes.


  • It would be even better if you kept a AARHE prefix to all our threads.  :-D


  • OK i have (or rather am formulizing the grammer and organization  of this work on my home computer). I will index it better.


  • Yeah I sugguest a clean, compact, standalone document. Do not have to follow the OOB rulebook’s format.

    Actually wait! Isn’t it too earlier to compile phase2 ?

    We’ve been busy finalising phase1 that I don’t think bulk of phase2 is done yet ?


  • right lets stop with phase two untill phase one is done.

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