@sergio here is the lite version of AARHE 4.0
AARHE demo
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defender:
Rolls: 1@3; Total Hits: 01@3: (5)
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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)
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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)
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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 FTRattacker: press attack
defender: retreat to belattacker has 3 ARM more than defender
capture
Rolls: 3@2; Total Hits: 03@2: (4, 6, 4)
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capture hits are allocated on INF or ART
but no hits -
Non-combat Move
2 INF @ far -> bry
2 INF @ yak -> bry
2 INF @ eve -> nov
2 INF @ nov -> sin
2 INF @ kaz -> cau -
Mobilize New Units
6 INF @ mos
4 INF @ cauDevelop Weapons
1 free die, hits on a 2
1 die to rockets
Rolls: 1@2; Total Hits: 01@2: (5)
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USSR remains at 0 of 3 progress boxes for rockets tech
Diplomacy
USSR gets 1 dieTurkey 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)
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axis/allies team turns for the rest of the game
team members perform at their own rate
but conduct combat is done togetherG1
Collect Income
35 IPCPurchase Units and Developments
5 ARM @ 5 IPC
2 tech die @ 5 IPC
save 0 IPCCombat Move
1 INF + 1 ART @ seu -> egy
1 TP + 1 BB @ z14 -> z15
1 INF + 1 ARM @ lib -> egy1 SS @ z8 -> z13
1 FTR @ weu -> z13
1 FTR @ ger -> z132 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 -> ukr7 INF + 1 ARM @ bel -> len
edit: forgot to land air units in R0, they land in cau
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recall conduct combat needs to be done together for the whole team
J1
Collect Income
30 IPCPurchase 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 IPCCombat 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 -> z60CV @ 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 -
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 unitsUSSR:
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 -> bryConduct 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)
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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)
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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)
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defender allocates 2 INF
remaining forces:
attacker: 7 INF + 2 FTR
defender: nilattacker: retreats 5 INF to fic (note you can retreat or partial retreat even if combat is won)
z52
detect submarines
each destroyer get 1 dieattacker:
Rolls: 1@2; Total Hits: 01@2: (3)
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all submarines undetected
so 1st cycle of combat they fire in opening-fire and selectivelyopening-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) rollsattacker:
Rolls: 4@1; Total Hits: 14@1: (4, 2, 1, 4)
defender:
Rolls: 1@1; Total Hits: 01@1: (2)
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defender allocates 1 FTR
battleship fire before main round fire (though not in opening-fire)
attacker:
Rolls: 1@4; Total Hits: 11@4: (3)
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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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attacker allocates BB
BB damageddefender allocates CV
(again, can’t be allocated on submarine)
CV killedremaining forces:
attacker: BB + 2 CV + 3 NAV + DD + SS
defender: NAV + SSattacker: press attack
defender: retreatSS to z55
NAV to wus (air units can retreat 2 spaces)