@sergio here is the lite version of AARHE 4.0
AARHE demo
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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) -
lets not forget Germany
Japan cannot perform the post-combat game phases until Germany finishes conduct combatz13
Anti-air:
attacker:
SS can’t be detected, so it fires in opening-fire
it can’t target anything but the BB
attacker:
Rolls: 1@2; Total Hits: 01@2: (5)
defender:
BB gets 2 rolls
Rolls: 2@1; Total Hits: 02@1: (2, 3)
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main round
attacker:
Rolls: 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 damagedremaining 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)
Rolls: 1@1; Total Hits: 01@1: (4)
-
AA search failed, no need to roll AA attack die
opening-fire, dogfighting
attacker:
Rolls: 3@2; Total Hits: 13@2: (5, 1, 5)
defender:
Rolls: 2@3; Total Hits: 12@3: (3, 6)
main round
attacker:
Rolls: 4@1 4@3; Total Hits: 44@1: (2, 4, 1, 1)4@3: (3, 4, 4, 3)
defender:
Rolls: 1@2 1@2 3@3; Total Hits: 21@2: (5)1@2: (6)3@3: (5, 2, 1)
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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 + FTRattacker looks strong
but defender which have 6 INF arriving at 2nd cycle of combatattacker: press on
defender: remainopening-fire
Anti-Air
(thats right, AA no longer gets unlimited no. rolls but now fires in every cycle of combat)
defender:
Rolls: 1@1; Total Hits: 01@1: (4)
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opening-fire, dogfight
attacker
Rolls: 2@2; Total Hits: 22@2: (2, 1)
defender
Rolls: 1@3; Total Hits: 11@3: (3)
main round
attacker:
Rolls: 4@1 4@3; Total Hits: 44@1: (3, 1, 6, 1)4@3: (6, 2, 1, 5)
defender:
Rolls: 1@6 1@3; Total Hits: 11@6: (3)1@3: (6)
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opening-fire
attacker allocates 1 FTR
defender allocates 1 FTRmain round
attacker alloactes 1 INF
defender alloactes 3 INF + ARMremaining forces:
attacker: 3 INF + 4 ARM + 1 FTR
defender: 3 INFafter 2 cycle of combats, Germany finally gains air superiority
each FTR now increases one ARM’s attack by 1attacker: press on
defender: retreat to caucapture rolls
attacker has 4 more ARM than defender
Rolls: 4@2; Total Hits: 14@2: (2, 5, 5, 6)
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1 INF is “captured” (removed from gameplay)
z15
no air units, no Anti-Air
battleship fires before main round
attacker:
Rolls: 4@1; Total Hits: 04@1: (5, 2, 3, 3)
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no scrap that
I meant 1@4 not 4@1 lolbattleship
Rolls: 1@4; Total Hits: 11@4: (1)
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defender allocates DD
combat overegy
pushing into Egypt with no air support
Rommel wouldn’t have liked thatopening-fire
Rolls: 1@4; Total Hits: 01@4: (5)
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main round
attacker:
Rolls: 1@1 1@2 1@2 1@3; Total Hits: 21@1: (5)1@2: (1)1@2: (3)1@3: (3)
defender:
Rolls: 1@2 1@3; Total Hits: 21@2: (1)1@3: (1)
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heavy losses of armor on both side
attacker allocates INF + ARM
defender allocates INF + ARMremaining forces:
attacker: INF + ARM
defender: FTRwith lost of ground control, the fighter has to withdraw
attack: press on
defender: retreat to ken -
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 eeuJapan
2 FTR @ chi to man
BB @ z37 to z50
TP @ z59 to z61
TP @ z60 to z61
2 INF + ART + ARM @ jpn to man