• 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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