@sergio here is the lite version of AARHE 4.0
AARHE demo
-
-
-
capture hits are allocated on INF or ART
but no hits -
Non-combat Move
2 INF @ far -> bry
2 INF @ yak -> bry
2 INF @ eve -> nov
2 INF @ nov -> sin
2 INF @ kaz -> cau -
-
-
axis/allies team turns for the rest of the game
team members perform at their own rate
but conduct combat is done togetherG1
Collect Income
35 IPCPurchase Units and Developments
5 ARM @ 5 IPC
2 tech die @ 5 IPC
save 0 IPCCombat Move
1 INF + 1 ART @ seu -> egy
1 TP + 1 BB @ z14 -> z15
1 INF + 1 ARM @ lib -> egy1 SS @ z8 -> z13
1 FTR @ weu -> z13
1 FTR @ ger -> z132 INF + 1 ARM + 1 FTR @ blk -> urk
2 INF + 1 ARM + 1 FTR @ eeu -> urk
1 ARM @ ger -> ukr
1 ARM @ seu -> ukr
1 FTR @ bel -> ukr7 INF + 1 ARM @ bel -> len
edit: forgot to land air units in R0, they land in cau
-
recall conduct combat needs to be done together for the whole team
J1
Collect Income
30 IPCPurchase Units and Developments
5 INF @ VC @ 4 IPC
(2 for Hsinking, 1 for Hong Kong, 2 for Singapore…which also happens to be maximum deployment for those VCs)
5 INF @ Capital @ 2 INF
save 0 IPCCombat Move
for demo purposes, we’ll say all the FTR (fighter) on CV (aircraft carrier) are in fact the optional unit NAV (naval fighters)SS @ z46 -> z52
BB @ z60 -> z52 (note there is no point in bringing the TP in z60, hits are allocated on TP last)
CV + DD + NAV @ z50 -> z60CV @ z37 -> z52 (note CV moves at 3, making it impossible to chase with BB)
NAV @ z37 -> z52 (note NAV do not have to be launched before movement of CV, however it has moves at 2 making it stay with the fleet)2 INF 1 FTR @ man -> chi
3 INF @ kwa -> chi
2 INF 1 FTR @ fic -> chi -
now all Axis has declared their combat move and waiting to perform conduct combat together
Allies is passive but maybe declare combat reinforcements for air or land unitsUSSR:
2 FTR @ cau -> ukr (air units arrive immediately to adjacent territory)
6 INF @ cau -> ukr (land units arrive at 2nd cycle of combat) -
-
-
-
-
-
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) rolls -
-
-
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)
-