@sergio here is the lite version of AARHE 4.0
AARHE demo
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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)
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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 -
after Axis has done non-combat move, Allies can perform non-combat reinforcement
land and naval units that did not conduct combat nor moved this turn may reinforce adjacent space(in AARHE, it doesn’t take you half the game just to cross the ocean or continent, you get none of that)
USSR:
4 INF @ wru to cau
4 INF @ nov to sin
9 INF + ART @ mos to cauUK:
inf @ saf to ken
inf @ tri to perUS:
DD @ z20 to z54
DD @ z10 to z20