• defender allocates 1 FTR

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

    defender:
    :aa 2@2:


  • defender:
    DiceRolls: 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:
    DiceRolls: 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:
    DiceRolls: 1@2; Total Hits: 01@2: (6)

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

    Anti-air

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

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

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


  • defender allocates 1 FTR

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

    attacker:
    DiceRolls: 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
    DiceRolls: 2@1 1@1; Total Hits: 12@1: (6, 2)1@1: (1)

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


  • attacker allocates BB
    BB damaged

    defender allocates CV
    (again, can’t be allocated on submarine)
    CV killed

    remaining forces:
    attacker: BB + 2 CV + 3 NAV + DD + SS
    defender: NAV + SS

    attacker: press attack
    defender: retreat

    SS to z55
    NAV to wus (air units can retreat 2 spaces)


  • lets not forget Germany
    Japan cannot perform the post-combat game phases until Germany finishes conduct combat

    z13

    Anti-air:

    attacker:
    SS can’t be detected, so it fires in opening-fire
    it can’t target anything but the BB
    attacker:
    DiceRolls: 1@2; Total Hits: 01@2: (5)

    defender:
    BB gets 2 rolls
    DiceRolls: 2@1; Total Hits: 02@1: (2, 3)


  • main round

    attacker:
    DiceRolls: 2@3; Total Hits: 12@3: (1, 5)

    defender:
    BB no need to fire, it can’t hit the SS nor the FTR in main round


  • defender allocates BB
    BB damaged

    remaining forces:
    attacker: SS + 2 FTR
    defender: BB (damaged)

    the FTR, with no CV to land on, must withdraw

    attacker: press attack (with SS)
    defender: retreat to z12 (since it can’t kill the SS)

    ukr

    USSR air units reinforcement arrive at 1st cycle of combat

    opening-fire

    Anti-air
    (what? I see no AA guns…oh VC has 1 implicit AA)

    defender:
    AA needs to search first (air units are actually powerful in AARHE)
    DiceRolls: 1@1; Total Hits: 01@1: (4)


  • AA search failed, no need to roll AA attack die

    opening-fire, dogfighting
    attacker:
    DiceRolls: 3@2; Total Hits: 13@2: (5, 1, 5)

    defender:
    DiceRolls: 2@3; Total Hits: 12@3: (3, 6)

    main round
    attacker:
    DiceRolls: 4@1 4@3; Total Hits: 44@1: (2, 4, 1, 1)4@3: (3, 4, 4, 3)

    defender:
    DiceRolls: 1@2 1@2 3@3; Total Hits: 21@2: (5)1@2: (6)3@3: (5, 2, 1)


  • opening-fire

    attacker alloactes 1 FTR

    defender allocates 1 FTR

    main round

    attacker allocates 2 ARM (since both hits are tank hits)

    defender allocates 1 INF + 1 ART + 2 ARM (it was 2 tank hits and 2 infantry hits)

    remaining-forces:
    attacker: 4 INF + 4 ARM + 2 FTR
    defender: ARM + FTR

    attacker looks strong
    but defender which have 6 INF arriving at 2nd cycle of combat

    attacker: press on
    defender: remain

    opening-fire

    Anti-Air
    (thats right, AA no longer gets unlimited no. rolls but now fires in every cycle of combat)
    defender:
    DiceRolls: 1@1; Total Hits: 01@1: (4)


  • opening-fire, dogfight
    attacker
    DiceRolls: 2@2; Total Hits: 22@2: (2, 1)
    defender
    DiceRolls: 1@3; Total Hits: 11@3: (3)

    main round
    attacker:
    DiceRolls: 4@1 4@3; Total Hits: 44@1: (3, 1, 6, 1)4@3: (6, 2, 1, 5)
    defender:
    DiceRolls: 1@6 1@3; Total Hits: 11@6: (3)1@3: (6)


  • opening-fire
    attacker allocates 1 FTR
    defender allocates 1 FTR

    main round
    attacker alloactes 1 INF
    defender alloactes 3 INF + ARM

    remaining forces:
    attacker: 3 INF + 4 ARM + 1 FTR
    defender: 3 INF

    after 2 cycle of combats, Germany finally gains air superiority
    each FTR now increases one ARM’s attack by 1

    attacker: press on
    defender: retreat to cau

    capture rolls
    attacker has 4 more ARM than defender
    DiceRolls: 4@2; Total Hits: 14@2: (2, 5, 5, 6)


  • 1 INF is “captured” (removed from gameplay)

    z15

    no air units, no Anti-Air

    battleship fires before main round

    attacker:
    DiceRolls: 4@1; Total Hits: 04@1: (5, 2, 3, 3)


  • no scrap that
    I meant 1@4 not 4@1 lol

    battleship
    DiceRolls: 1@4; Total Hits: 11@4: (1)


  • defender allocates DD
    combat over

    egy

    pushing into Egypt with no air support
    Rommel wouldn’t have liked that

    opening-fire
    DiceRolls: 1@4; Total Hits: 01@4: (5)


  • main round

    attacker:
    DiceRolls: 1@1 1@2 1@2 1@3; Total Hits: 21@1: (5)1@2: (1)1@2: (3)1@3: (3)
    defender:
    DiceRolls: 1@2 1@3; Total Hits: 21@2: (1)1@3: (1)


  • heavy losses of armor on both side

    attacker allocates INF + ARM
    defender allocates INF + ARM

    remaining forces:
    attacker: INF + ARM
    defender: FTR

    with lost of ground control, the fighter has to withdraw

    attack: press on
    defender: retreat to ken

    G1-conduct-combat.AAM


  • Non-combat Move

    German
    2 FTR @ z13 to weu
    INF + ART @ alg to lib
    FTR @ nwy to weu
    FTR @ ukr to ger
    6 INF + ARM @ bel to ukr
    ARM @ ger to urk
    INF @ ger to weu
    FTR @ ger to weu
    2 ARM @ weu to eeu

    Japan
    2 FTR @ chi to man
    BB @ z37 to z50
    TP @ z59 to z61
    TP @ z60 to z61
    2 INF + ART + ARM @ jpn to man

    G1-non-combat-move.AAM

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