AARHE demo



  • Rules http://home.exetel.com.au/cometo/20071202_AARHE.doc
    Abattlemap http://home.exetel.com.au/cometo/20071205_RHE.gim.rar

    Summary:

    Round sequence: All Axis followed by all Allies. Russia still gets the opening turn.
    Game sequence: Collect Income at beginning of turn. Tech development at end of the turn.

    Purchase:
    Infantry are not built at IC but VCs. Costs less at capital.
    Industrial complex costs less at VCs.

    Combat Move:
    Air units may only use up to half its movement points to reach combat zone.
    Submarines can “try” to move through hostile sea zone.
    Naval units can “try” to move through sea zones consisting of only submarines.

    Conduct Combat:
    Land units’ hits cannot be allocated on air units.
    Air units fight at -2 if not matched to friendly land unit 1-to-1.
    Both attacker and defender may retreat, even after combat is won.

    Non-Combat Move:
    Air units that didn’t move in combat move gets 2 extra movement points.

    Mobilize Units:
    Infantry can be deployed at VCs. Capacity per turn is equal to VCP (victory city points). VCP is can also be a victory condition.



  • R0
    Russia’s special opening turn

    Collect Income
    24 IPC

    Purchase Units and Developments
    6 INF @ 2 IPC @ Capital VC
    4 INF @ 3 IPC @ Connected VC

    Combat Move
    3 INF + 1 FTR @ len -> wru
    2 INF + 1 ARM @ arc -> wru
    2 ARM + 1 FTR @ mos -> ukr
    3 INF + 1 ART + 1 ARM @ cau -> ukr

    R0-combat-move.AAM



  • Conduct Combat

    wru
    opening-fire
    Rolls: 1@3; Total Hits: 11@3: (3)



  • defender allocates ART
    (air hits are allocated on infantry last)

    attacker:
    Rolls: 5@1 1@3; Total Hits: 25@1: (5, 1, 4, 2, 1)1@3: (4)



  • defender allocates 2 INF

    defender
    Rolls: 3@2 1@3; Total Hits: 13@2: (6, 4, 5)1@3: (3)



  • attacker allocates ARM
    (tank hits are allocated on infantry last)

    remaining forces
    attacker: 5 INF, 1 FTR
    attacker: 1 INF, 1 ARM

    attacker: press attack
    defender: retreat to bel (only possible zone, because ukr is attacked by land units)

    ukr

    opening-fire, dogfight
    attacker:
    Rolls: 1@2; Total Hits: 01@2: (4)



  • defender:
    Rolls: 1@3; Total Hits: 01@3: (5)



  • attacker:
    Rolls: 2@1 1@2 1@2 3@3; Total Hits: 22@1: (6, 5)1@2: (4)1@2: (4)3@3: (4, 1, 2)



  • defender allocates 2 ARM
    (tank hits are allocated on infantry last)

    defender:
    Rolls: 3@2 1@2 1@3; Total Hits: 23@2: (2, 3, 2)1@2: (3)1@3: (4)



  • edit: defender allocates 1 ARM + 1 ART

    attacker allocates 2 INF

    remaining forces:
    attacker: 1 INF + 1 ART + 3 ARM + 1 FTR
    defender: 3 INF + 1 FTR

    attacker: press attack
    defender: retreat to bel

    attacker has 3 ARM more than defender

    capture
    Rolls: 3@2; Total Hits: 03@2: (4, 6, 4)



  • capture hits are allocated on INF or ART
    but no hits

    R0-conduct-combat.AAM



  • Non-combat Move

    2 INF @ far -> bry
    2 INF @ yak -> bry
    2 INF @ eve -> nov
    2 INF @ nov -> sin
    2 INF @ kaz -> cau

    R0-non-combat-move.AAM



  • Mobilize New Units

    6 INF @ mos
    4 INF @ cau

    Develop Weapons
    1 free die, hits on a 2
    1 die to rockets
    Rolls: 1@2; Total Hits: 01@2: (5)

    R0-mobilize.AAM



  • USSR remains at 0 of 3 progress boxes for rockets tech

    Diplomacy
    USSR gets 1 die

    Turkey looks dangerous at -1  (+5 is full allies, -5 is full axis)
    lets stop it from going axis
    1 die @ Turkey
    Rolls: 1@1; Total Hits: 01@1: (4)



  • axis/allies team turns for the rest of the game

    team members perform at their own rate
    but conduct combat is done together

    G1

    Collect Income
    35 IPC

    Purchase Units and Developments
    5 ARM @ 5 IPC
    2 tech die @ 5 IPC
    save 0 IPC

    Combat Move
    1 INF +  1 ART @ seu -> egy
    1 TP + 1 BB @ z14 -> z15
    1 INF + 1 ARM @ lib -> egy

    1 SS @ z8 -> z13
    1 FTR @ weu -> z13
    1 FTR @ ger -> z13

    2 INF + 1 ARM + 1 FTR @ blk -> urk
    2 INF + 1 ARM + 1 FTR @ eeu -> urk
    1 ARM @ ger -> ukr
    1 ARM @ seu -> ukr
    1 FTR @ bel -> ukr

    7 INF + 1 ARM @ bel -> len

    edit: forgot to land air units in R0, they land in cau

    G1-combat-move.AAM



  • recall conduct combat needs to be done together for the whole team

    J1

    Collect Income
    30 IPC

    Purchase Units and Developments
    5 INF @ VC @ 4 IPC
    (2 for Hsinking, 1 for Hong Kong, 2 for Singapore…which also happens to be maximum deployment for those VCs)
    5 INF @ Capital @ 2 INF
    save 0 IPC

    Combat Move
    for demo purposes, we’ll say all the FTR (fighter) on CV (aircraft carrier) are in fact the optional unit NAV (naval fighters)

    SS @ z46 -> z52
    BB @ z60 -> z52 (note there is no point in bringing the TP in z60, hits are allocated on TP last)
    CV + DD + NAV @ z50 -> z60

    CV @ z37 -> z52 (note CV moves at 3, making it impossible to chase with BB)
    NAV @ z37 -> z52 (note NAV do not have to be launched before movement of CV, however it has moves at 2 making it stay with the fleet)

    2 INF 1 FTR  @ man -> chi
    3 INF @ kwa -> chi
    2 INF 1 FTR @ fic -> chi

    J1-combat-move.AAM



  • now all Axis has declared their combat move and waiting to perform conduct combat together
    Allies is passive but maybe declare combat reinforcements for air or land units

    USSR:
    2 FTR @ cau -> ukr (air units arrive immediately to adjacent territory)
    6 INF @ cau -> ukr (land units arrive at 2nd cycle of combat)



  • oh we’ll add an air attack on bryatia
    FTR + BMR @ jpn -> bry

    Conduct Combat

    bry
    opening-fire, no matching friendly land units so fight at -2
    attacker:
    Rolls: 1@2 1@1; Total Hits: 11@2: (1)1@1: (5)



  • defender allocates 1 INF

    chi

    opening-fire, dogfight
    attacker:
    Rolls: 2@2; Total Hits: 12@2: (2, 3)

    defender:
    Rolls: 1@3; Total Hits: 01@3: (5)



  • defender allocates 1 FTR

    attacker:
    Rolls: 7@1; Total Hits: 27@1: (5, 4, 4, 2, 1, 1, 5)

    defender:
    :aa 2@2:



  • defender:
    Rolls: 2@2; Total Hits: 02@2: (6, 6)



  • defender allocates 2 INF

    remaining forces:
    attacker: 7 INF + 2 FTR
    defender: nil

    attacker: retreats 5 INF to fic (note you can retreat or partial retreat even if combat is won)

    z52

    detect submarines
    each destroyer get 1 die

    attacker:
    Rolls: 1@2; Total Hits: 01@2: (3)



  • all submarines undetected
    so 1st cycle of combat they fire in opening-fire and selectively

    opening-fire

    attacking SS target defending CV
    defending SS target attacking CV

    (probably a good choose as air units need CV to land,
    in addition to that in AARHE air units must withdraw at end of combat cycle if there isn’t a CV to land)

    attacker:
    Rolls: 1@2; Total Hits: 01@2: (6)

    defender:
    Rolls: 1@2; Total Hits: 01@2: (5)

    Anti-air

    attacker gets 1(DD) + 1(CV) + 2(BB) rolls
    defender gets 1(CV) rolls

    attacker:
    Rolls: 4@1; Total Hits: 14@1: (4, 2, 1, 4)

    defender:
    Rolls: 1@1; Total Hits: 01@1: (2)



  • defender allocates 1 FTR

    battleship fire before main round fire (though not in opening-fire)

    attacker:
    Rolls: 1@4; Total Hits: 11@4: (3)



  • defender allocates CV
    (note can’t allocate on submarine because submarines can only be killed by destroyers before technology)

    CV damaged (CV is 2 hit)

    main round

    attacker:
    DD and CV fires
    Rolls: 2@1 1@1; Total Hits: 12@1: (6, 2)1@1: (1)

    defender:
    CV fires
    Rolls: 1@1; Total Hits: 11@1: (1)


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