• Moderator

    Beautiful I love it. I didn’t realize you guys were using a diff set of rules then me, my bad. Other then that part of confusion on my part. These rules work good@Imperious:

    Partrooper (PARA) / Airbone Assault Infantry / Assault Infantry
    Cost: 4 IPC
    Combat: 2/2
    Move: 1

    Transport Plane / Cargo Plane
    Cost: 8 IPC
    Combat: 0/1 (in AARHE, combat 0/0 dogfight 0/1)
    Move: 4
    Carry 1 paratrooper in combat move. Carry 2 paratrooper/infantry in non-combat move.
    (in AARHE, possibly carry 6 IPC)

    Wow I feel like i actually helped with something people on the site might actually use in a game.
    Don’t forget that the trry has too leave after Def. AA fires or before first round of combat if there is none. This is to prevent the Air fodder Problem. And a few other stipulations that need to be agreed on that have been previously posted earlier on this thread, Although I think we are all pretty much on the same page with this one now.


  • we will add you to the list of contributors for AARHE


  • yep


  • Here’s the specification of my houses rules units.

    1. Light bomber

    I interchange the attack capability of the fighter and the light bomber.
    Against warship: Fighter attack at 3 or less and the light bomber at 2 or less.
    Against ground unit: Fighter attack at 2 or less and light bomber attack at 3 or less.

    • Fighter always defend at 4 and the light bomber defend at 2.

    I have 3 type of tank.

    Ligh armor Att:2 Defend 2 Move 2
    Medium armor: Att:3 Defend:3 Move:2 (May retreat after the first round of combat)
    Heavy armor: Att: 4 Def: 4 move:1 ( May retreat after the first round of combat)

    I’m realy proud of my naval unit.
    Cruiser and heavy cruiser, destroyer and escort.
    Carrier and escort carrier.
    transport troop, convoy and tanker…
    Tanker!?! Yes…
    Simple rules: The tanker have no attack capability but when you join the tanker to your fleet, you can move to 3 sea zones.

    You can sink a tanker with any naval unit. Tanker can defend at 1 against naval warship but not again submarine.
    When you like to play with submarine, It’s always a pleaser to hunt and sink lonely transport and tanker.

    Alan.


  • cost?


  • Each country has their onw cost to reflect the economic situation.
    For example: US fighter (9 IPC) US Light bomber ( 11) German fighter (10) and
    light bomber (12) same situation for naval units and transport.

    The cost for the tanker is 4 for eveyone.
    I used C In C metal pieces to represent my A&A fleet.

    Alan.

  • Moderator

    Well thanks allot . I appreciate it but you don’t have 2,  :-D but cool. anything else I can help with?  :evil:

    Also I have tried to access these rules and my puter won’t download them or it doesn’t recognize the program or maybe I am just plain dumb at computers. please help Interested in these new rules. :roll:


  • email me and ill get them to you. You have microsoft word/office right?

    do you have PDF reader. goto adobe and download it.

    Yes we need more help . We are working on new NA’s for Germany, Italy, Britain, japan and USA.

    make some original ones and post them.

    also what would you do with the following:

    Cruisers?

    Mech Infantry?

    New prices for destroyers, carriers and battleships … the prices would be cheaper in all cases. How would you make them?


  • so wait! (responding to 1st page) air craft carriers can carry 3 plane squdrons?


  • I am not sure what you mean? 3 planes per carrier?

    Under AARHE If using the optional units then you replace fighters from carriers (as per original set up) with naval fighters which are kept seperate. Land Fighters can no longer be used back and forth from carriers and land, while naval fighters cannot end their turn on a land space ( if the carrier is sunk the planes are gone).

    In terms of shared duty…

    naval fighters can attack land targets, but again must end movement on carrier.

    Land fighters can attack naval targets but they cannot land on carriers.

    So both can do everything except one cant touch land and the other cant touch a carrier. This is due to different skills required and different duties for naval fighters are controlled by the navy and land fighters by the air force.


  • The proportions aren’t prefectly realistic of course.
    Most incorrect being Carrier / Planes combination.

    1 carrier piece carries 2 fighter pieces.
    But in reality one fleet carrier can only take 50-100 planes.

    Japan only had 10 aircraft carriers at beginning of WWII.
    The game represents that with 3 carrier pieces.
    So each carrier piece is like 3 aircraft carriers, carrying maximum of 300 planes (which isn’t 6 air divisions).

    this is from tekkyy on the 1st page


  • Ahh but by reading that i too am in the dark. I dont think he actually said carriers should carry 3 fighters.

    he is saying a carrier is a group of 3-5 carriers. japan starts with 2 id take it to mean he meant 5 carriers.


  • naval fighters cannot end their turn on a land space ( if the carrier is sunk the planes are gone).

    Actually, we didn’t go that far with NAV (Naval Fighters).
    That are still allowed to operate on land.

    *they are weaker than normal fighters in both dogfighting and normal combat (so you wouldn’t go head-on against normal fighters)
    *they have reduced movement (so its only practical to use them with aircraft carriers)

    Thats to model carrier capable planes sacrificing features, for carrier capability.
    But there is little reason why a naval fighter pilot can land on a carrier but not on a full-size airfield.


  • OK thats fine. your correct Tekkyy

  • Moderator

    Ok responding to the mech infantry. In my opionon I think that " Mechanized Inf." should be as it is as a U.S.,  N.A. If you are looking at it as a tech so every one could possibly have a mechanized army. Insert,tried and true Tank Rider rules, Each tank may transport 1 Inf.  Call it something else if the name don’t fit right. yo could get real creative and allow a tank to pull an Arty. or Inf. one or other or maybe both.  The US should honestly have the only True Mechanized army as per OOB revised


  • During the war the Soviets employed Mechanized guards, Mechanized guards,and  Shock troops, The Italians employed motorized infantry, the Germans had panzer grenadiers and SS infantry whichg were also mech units. Of course the british had armored brigades which had the same or near same characteristics.

    This means that in different forms nearly all of the nations had these armored infantry forces. We use the term mech infantry, but its really alot of types of more heavily armored infantry.


  • What should be the cost of a attack 2, defence 2, move 2, mech infantry?


  • @tekkyy:

    What should be the cost of a attack 2, defence 2, move 2, mech infantry?

    Cost 4, Move 2, Attack 2, Defence 2
    May blitz with tank. do NOT receive a plus 1 from ART like regular INF


  • Imperious Leader has already added Mech Infantry to the AARHE battleboard.
    Although we don’t have Mech Infantry in AARHE yet.
    I am guessing he is very keen  :lol:


  • I vote for adding the Mechanized unit as an optional unit in AARHE. Like IL explained, every nation more or less formed them in the war. Only Japan didn’t really…

    The US Army was fully mobile, not Armored I think. I mean, their troops were supported by trucks and jeeps etc… No hundreds of miles of walking or horse ridding only, like many German and Russian troops… But I don’t think we want to cover that with the Mechanized unit, which represents the really armored INF divisions.  I think we can still ad a US NA for better movement of the US army.

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