From what I’m reading yes you can move those pieces on your actual turn again.
As midnight said US can make non combat moves to plan.
China have a bit of hope. Lol
Calcutta saved ?
This will give each country some extra planning and moves to think about during turns which was stated to keep players more focused per each countries turn.
Lots of things to check out
AARHE: Air Combat
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That’s the rub though. If you attack 5 aircraft and 2 supporting ground pieces and you kill all the ground forces in the first cycle of combat, the planes have to retreat.
From 20080724_AARHE
Land Combat: Retreat Decision
At the end of a land combat cycle, if only one side has land units the other side must retreat. If air units
can’t land they will be destroyed in Non-Combat Move. Defender declares retreat decisions before attacker.It is just something to be aware of when you play. Normally, a high value country like Western Europe or Germany look pretty safe when there are 5 FTR buzzing around… but if there are no boots on the ground, they retreat after the first round.
I wouldn’t be griping about it if I hadn’t seen it happen to Germany while I was playing Japan.
I found it cheesy that by throwing away a bomber on a suicide mission UK/US managed to capture Germany even though it had 5 FTRs defending (n.b., the bomber was nothing but a tool to deny the 5 FTRs a combat roll – yes, the bomber did get shot down) . The FTRs never got a shot at defense because they were all tied up chasing the bomber… blood in the water!
The two ARM backed up by shore bombardment made quick work of the remaining defender, the Luftwaffe had to retreat by definition, and Germany fell.
Lesson learned. Defending FTRs need lots of ground forces to be effective.
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From 20080724_AARHE
Land Combat: Retreat Decision
At the end of a land combat cycle, if only one side has land units the other side must retreat. If air units
can’t land they will be destroyed in Non-Combat Move. Defender declares retreat decisions before attacker.what the hell? This is not AARHE. If it is written like that it needs to change. Its a typo.
don’t go by this. I never authorized such a rule. It makes no sence.
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Lies… propoganda… & rumor mongers!
They even went so far as to modify the most recent version 20081102_AARHE with thier nefarious rule modifications!
I demand to see the manager!
Muhhaaa!
One of the best selling points of AARHE is the air war. It really changes the game for the better. Other than this small fly in the ointment though, I can’t find much fault with it. I do think that the air war hurts poorer nations like Russia, but with the Lend Lease program a cooperative US can keep then in business.
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yes the balancing act here was a patchwork on historical events that are either magnified or diminished in their role, to provide a more accurate result but one that is somewhat balanced by its own merit.
The idea is if both the allies and axis play to their strengths, they can each have a chance to win but players will invariably follow some of the historical options to gain victory.
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not a typo to me
concept is that air units backup group troops
and can’t defend/fight effectively on their ownit is consistent with the other rules like
When only one side has air units at the beginning of combat cycle, air units fight with normal combat values
when matched 1-to-1 with a friendly land unit. Excess air units fight at combat value of 1.I found it cheesy that by throwing away a bomber on a suicide mission UK/US managed to capture Germany even though it had 5 FTRs defending (n.b., the bomber was nothing but a tool to deny the 5 FTRs a combat roll – yes, the bomber did get shot down) . The FTRs never got a shot at defense because they were all tied up chasing the bomber… blood in the water!
this is an old area of concern
we could only think of overly complex rules to handle the relative numbers of opposing air unitsThe two ARM backed up by shore bombardment made quick work of the remaining defender, the Luftwaffe had to retreat by definition, and Germany fell.
note is it hard for allies to amphibious assault Germany due to the canal/waterway rule
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Absolutely!
It’s just an important consideration that people need to be aware of – creative tactical use of air power – and what looks well defended by alot of air power, can be dangerous.
Normal AAR folk don’t seem to make the connection until they’ve been burned a few times.
Perhaps a tactics manual or FAQ should be created as an addendum to highlight these types of tactics.
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When only one side has air units at the beginning of combat cycle, air units fight with normal combat values
when matched 1-to-1 with a friendly land unit. Excess air units fight at combat value of 1.This is the rule and its correct, but its completely different from what i was thinking Bierwagen was getting at>
I thought he meant if one side has air units and the other side does not, then the air units cant fight at all and must retreat. I was incorrect in my understanding.
At the end of a land combat cycle, if only one side has land units the other side must retreat.
I was reading it as AIR UNITS… :-o
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This brings up the rule for strafing. It was a common tactic for single or more fighters to attack land units and reinforcement columns. How does this fit into the discussions below?
The way our group plays this is fighters (without attacking land units) are allowed to attack defending land units at an attack value of 1. Fighters are then allowed only one round of attacks.
Comments? Should attacking fighters without ground unit support be allowed to attack more than one round of combat?
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The rules already cover the idea of planes flying over to just engage other planes. Lets look at them:
ok here we go again…
IT USED TO BE IN THE FILE UNDER COUNTER-AIR. Now the section has been changed yet again and CA is not explained.
Tekkyy??? why?
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Counter air is one round of air combat using air values. It allows just air to air units to hit to model the control of the sky thing.
I suppose your modification is ok and i see that rolling a 1 to hit will make for a weak possibility to kill planes, but it should also work.
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The way our group plays this is fighters (without attacking land units) are allowed to attack defending land units at an attack value of 1. Fighters are then allowed only one round of attacks.
your group’s interpretion of the rule is correct
the idea is that defending land units have nothing to fight so they stay in bunkers and what not
attacking air units in excess of attacking land units can still do damage, but at a reduced rateI think its ok, unless there is a problem I am not seeing
@Imperious:
The rules already cover the idea of planes flying over to just engage other planes. Lets look at them:
think you misunderstood oldsalty
he is not talking about counter-airIT USED TO BE IN THE FILE UNDER COUNTER-AIR. Now the section has been changed yet again and CA is not explained.
Tekkyy??? why?yeah I got your PM
repeating my reply for others:the paragraph “Counter-Air” merely explains the effect unique to Counter-Air
hence it looks a bit short
rules common to all air missions are written under the paragraph “Air Missions”Counter air is one round of air combat using air values. It allows just air to air units to hit to model the control of the sky thing.
you can already perform an attack with only air units like in OOB/LHTR
air units then engage enemy air unitswhat Counter-Air is, is that it stops the defender from running (via air unit relocation rule “Defensive Air Support”) from the Counter-Air attack