Interested in how you are positioning these too. Are you thinking that they could go into the attack so that the attacker may also have AA against defending aircraft in addition to being able to move more further/ faster? Are you thinking of giving them a land combat capability? I’ve been acquiring models for each of the major nations. My challenge is that they were used in such small numbers since they tended to be distributed into battery sized units (4-6 vehicles) and assigned to various battalions or brigades, so how much land combat value to give them. Look forward to your play test results- hope you share as you play each time.
Thanks,
Chris
Time Hacks
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I’ve notice that we are tending to over analyze phases of the game and seem to get really bogged down in retreat decision and reinforcement moves.
So, I was going to pull out the timer and start to get draconian about keeping a full turn under an hour.
15 minutes for turn start -> money - purchase -> combat moves seems to be sufficient.
30 minutes for combat rolls and retreat decisions
5 minutes for non-combat moves
5 minutes for reinforcement
5 minutes for placement -> diplomacy -> tech rollsDoes your experience validate this?
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You allow players to carry unused time to the next phase?
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I’ve notice that we are tending to over analyze phases of the game and seem to get really bogged down in retreat decision and reinforcement moves.
So, I was going to pull out the timer and start to get draconian about keeping a full turn under an hour.
15 minutes for turn start -> money - purchase -> combat moves seems to be sufficient.
30 minutes for combat rolls and retreat decisions
5 minutes for non-combat moves
5 minutes for reinforcement
5 minutes for placement -> diplomacy -> tech rollsI am quite sure its a tendency that will solve itself as soon as those players have played AARHE for at least 3-4 complete games. IN our groups playing all the axis moves never lasted longer than 20-25 minutes total, because we clearly understood the rules. I would make a cheat sheet to present to new comers on those rules that require some memory, while most of it is intuitive.
Id say 20 minutes for combat rolls and retreats
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We used to play so a person had 12 minutes to do their entire turn.





