• defender allocates BB
    BB damaged

    remaining 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)
    DiceRolls: 1@1; Total Hits: 01@1: (4)


  • AA search failed, no need to roll AA attack die

    opening-fire, dogfighting
    attacker:
    DiceRolls: 3@2; Total Hits: 13@2: (5, 1, 5)

    defender:
    DiceRolls: 2@3; Total Hits: 12@3: (3, 6)

    main round
    attacker:
    DiceRolls: 4@1 4@3; Total Hits: 44@1: (2, 4, 1, 1)4@3: (3, 4, 4, 3)

    defender:
    DiceRolls: 1@2 1@2 3@3; Total Hits: 21@2: (5)1@2: (6)3@3: (5, 2, 1)


  • 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 + FTR

    attacker looks strong
    but defender which have 6 INF arriving at 2nd cycle of combat

    attacker: press on
    defender: remain

    opening-fire

    Anti-Air
    (thats right, AA no longer gets unlimited no. rolls but now fires in every cycle of combat)
    defender:
    DiceRolls: 1@1; Total Hits: 01@1: (4)


  • opening-fire, dogfight
    attacker
    DiceRolls: 2@2; Total Hits: 22@2: (2, 1)
    defender
    DiceRolls: 1@3; Total Hits: 11@3: (3)

    main round
    attacker:
    DiceRolls: 4@1 4@3; Total Hits: 44@1: (3, 1, 6, 1)4@3: (6, 2, 1, 5)
    defender:
    DiceRolls: 1@6 1@3; Total Hits: 11@6: (3)1@3: (6)


  • opening-fire
    attacker allocates 1 FTR
    defender allocates 1 FTR

    main round
    attacker alloactes 1 INF
    defender alloactes 3 INF + ARM

    remaining forces:
    attacker: 3 INF + 4 ARM + 1 FTR
    defender: 3 INF

    after 2 cycle of combats, Germany finally gains air superiority
    each FTR now increases one ARM’s attack by 1

    attacker: press on
    defender: retreat to cau

    capture rolls
    attacker has 4 more ARM than defender
    DiceRolls: 4@2; Total Hits: 14@2: (2, 5, 5, 6)


  • 1 INF is “captured” (removed from gameplay)

    z15

    no air units, no Anti-Air

    battleship fires before main round

    attacker:
    DiceRolls: 4@1; Total Hits: 04@1: (5, 2, 3, 3)


  • no scrap that
    I meant 1@4 not 4@1 lol

    battleship
    DiceRolls: 1@4; Total Hits: 11@4: (1)


  • defender allocates DD
    combat over

    egy

    pushing into Egypt with no air support
    Rommel wouldn’t have liked that

    opening-fire
    DiceRolls: 1@4; Total Hits: 01@4: (5)


  • main round

    attacker:
    DiceRolls: 1@1 1@2 1@2 1@3; Total Hits: 21@1: (5)1@2: (1)1@2: (3)1@3: (3)
    defender:
    DiceRolls: 1@2 1@3; Total Hits: 21@2: (1)1@3: (1)


  • heavy losses of armor on both side

    attacker allocates INF + ARM
    defender allocates INF + ARM

    remaining forces:
    attacker: INF + ARM
    defender: FTR

    with lost of ground control, the fighter has to withdraw

    attack: press on
    defender: retreat to ken

    G1-conduct-combat.AAM


  • 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 eeu

    Japan
    2 FTR @ chi to man
    BB @ z37 to z50
    TP @ z59 to z61
    TP @ z60 to z61
    2 INF + ART + ARM @ jpn to man

    G1-non-combat-move.AAM


  • 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 cau

    UK:
    inf @ saf to ken
    inf @ tri to per

    US:
    DD @ z20 to z54
    DD @ z10 to z20

    G1-non-combat-reinforcement.AAM


  • Mobilize New Units
    Germany
    5 ARM @ ger

    Japan
    2 INF @ fic
    1 INF @ kwa
    2 INF @ man
    5 INF @ jpn

    Develope Weapons
    Japan feels like going first

    Japan
    1 free die
    1 die @ jet plane
    DiceRolls: 1@2; Total Hits: 01@2: (5)


  • no jet plane for Japan

    Germany
    1 free die + 2 purchased die
    3 die @ advanced submarine
    DiceRolls: 3@2; Total Hits: 03@2: (6, 4, 5)

    Germany selects to give Japan 1 box of advanced submarine
    (effective at the beginning Japan’s next turn)
    note only minor technologies (3 boxes) can be transferred, 1 box per turn


  • Diplomacy
    Germany gets 2 rolls
    Spain is the biggest neutral power in Europe and already as -2 position

    unlike technology, you do not have to select targets of all rolls before rolling
    however, Germany puts 2 roll @ Spain
    DiceRolls: 2@1; Total Hits: 12@1: (1, 4)

    Japan gets 1 roll, puts them @ Spain too
    DiceRolls: 1@1; Total Hits: 01@1: (3)


  • 1 hit
    Spain is put to -3 position (its income goes to Axis)

    it now cannot be converted to Allies via peaceful means (diplomacy cannot convert neutrals to your side once it reached +3 or -3)

    it can continue -4 or -5 via diplomacy though

    Germany takes the income (4 IPC) in this case because it was the one that bought it to -3

    G1-diplomacy.AAM


  • wow! have you got this into a program for online play?

    looks promising.


  • I just used the abattlemap revised map
    the small border changes are just on the surface
    so you’ve got to be careful

    anyway when I get the time I’ll make all the boxes
    (just like how AARe abattlemap keeps track of their D-Day and NAP)


  • I’ve got a couple of questions about A&A HE, and I’m not sure where to ask them, so I’ll try here.  My friends and I are trying to play with the map which includes Italy separate.

    #1  Starting:  The reference cards show Japan starting with 30 IPC’s, but Japan’s starting territories add up to be 32. Which is correct?

    #2  Starting:  If Germany now counts as a 20, then does that mean that Rocket attacks and SBRs could now take up tp 20 away?  That seems a little too powerful.

    #3  Starting:  The country setup cards don’t represent the HE map with Italy correctly.  Norway is now Norway/Finland, Western Europe is now Western Europe/Vichy France, Southern Erope is now Southern Europe/Italy, and Australia is now Eastern Australia/Western Australia, but the setup cards still show the same as A&A Revised.

    #4  Starting:  Why is there a discrepency between some setup cards?  This is basically only with Germany.  The difference is as follows:  Artillery–2 on Germany, 2 on Western Europe, 1 on Eastern Europe, and 1 on Balkans versus Artillery–0 on Germany, 0 on Western Europe, 0 on Eastern Europe, 0 on Balkans, 1 on Ukraine, 1 on West Russia, and 1 on Algeria.  This is a total difference of 3 Artillery units or 12 IPCs.

    #5  Neutrals/Diplomacy:  If you raise a neutral power’s level to +5/-5, then what happens?  The rules just say that they are now fully commited to your side, so we are playing that the troops, if any, now belong to the Allies/Axis team which raised the neutral power’s side to +5/-5 with the troops changing to the nearest Allied/Axis capital. (not counting Italy which doesn’t get a diplomacy roll)

    #6  Neutrals/Diplomacy:  What happens if the Axis sway Sweden to -3 which means that Germany now receives an extra 2 IPCs per turn and then England takes over Sweden?  Does England now receive the extra 2 IPCs?  If so, then what keeps America from runing a couple of tanks down to South America to gobble up the extra 4 IPCs per turn?

    #7  Neutrals/Diplomacy:  Why doesn’t Italy get a diplomacy die?  Or, at least let them roll at a 0 so that they could roll if they have a bonus+1, +2, or +3.

    #8  Neutrals/Diplomacy:  Why do you roll for the Sahara?  It should just be an automatic that anyone could fly over it, and anyone could cross it, but no blitzing across because of the desert.


  • Hi, thanks for your feedback.
    You have neatly formatted your questions.

    I trust you have the latest rulebook.
    Otherwise links are at my signature.

    #1 32 IPC is correct. The “AARHE 1942 Italy map” has Japan on 32 IPC by giving 1 IPC to Caroline Islands and Solomon Islands. The reference card is made for the “AARHE standard” map that why it says 30 IPC.

    #2 In AARHE SBR+rocket damage is capped to per round so its not as heavy as original game. The map was pulled together quickly for a 6th player Italy. There are plans to remake it.

    #3 Yep the reference card is made for the “AARHE standard” map unfortunately. That map is almost identical to original game.

    #4 Do you mean different between setup cards and setup icons on the map? Show me the setup card. It might be an older version.

    #5 In the lastest rulebook the territory+troops goes to the nation that initially bought it to +3/-3. After that it can’t be targetted by diplomacy rolls. The only time we consider nearest Axis/Allies capital is when it is invaded.

    #6 When Axis sways Sweden to -3, the nation that did it gains the territory. When UK then invades Sweden the nation immediately joins Axis with the closest capital, which is probably Germany.
    Then battle occurs and if UK wins, it gains the territory.
    Yes, nothing stops US from taking South America.
    Note in the latest rule Peru and Argentina is mountainous which means land units defend at +1  on first cycle of combat.

    #7 The idea was that Italy was not influential enough compard to the other world powers. But AARHE is open to comments and community feedback.

    #8 Yes its funny isn’t it. So we’ve later removed neutrals like Sahara Angola Mozambique from the neutrals table of army/initial position/income.

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