@sergio here is the lite version of AARHE 4.0
AARHE demo
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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 -
Mobilize New Units
Germany
5 ARM @ gerJapan
2 INF @ fic
1 INF @ kwa
2 INF @ man
5 INF @ jpnDevelope Weapons
Japan feels like going firstJapan
1 free die
1 die @ jet plane
Rolls: 1@2; Total Hits: 01@2: (5)
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no jet plane for Japan
Germany
1 free die + 2 purchased die
3 die @ advanced submarine
Rolls: 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 positionunlike technology, you do not have to select targets of all rolls before rolling
however, Germany puts 2 roll @ Spain
Rolls: 2@1; Total Hits: 12@1: (1, 4)
Japan gets 1 roll, puts them @ Spain too
Rolls: 1@1; Total Hits: 01@1: (3)
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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
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wow! have you got this into a program for online play?
looks promising.
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I just used the abattlemap revised map
the small border changes are just on the surface
so you’ve got to be carefulanyway 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.
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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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Yes your looking at old files for number 4. That was corrected long ago.
The system is intuitive. Once you play a game you will ‘see’ what were getting at and feel its merit has solved all the issues of abstraction in the OOB game in a more meaningful way. The rules are not necessarily more complicated, but only involve a few more steps to get a little more ‘juice’ out of playing because the capabilities of each nation and its forces are historically justified.
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Some bits saves time and trouble like:
*whole team takes turn together, no funny co-ordination needed
*in non-combat move, you don’t have to remember how many air movement points you used before in combat-move
But overall, as with all house rules, it is a bit more complicated than OOB (out of box).
I am sort of busy this month but I planned for later on to take the 1942 map to the same level as 1939.
1942 at the moment is in a bad spot of “changing things but not changing things”.I think it would be cool to experiment with realistic IPC income and unit setup once and for all.
It’ll need a special victory condition though since Axis would be 50% of Allies income. -
Thank you for your responses.
My friends and I have had the AAHE w/Italy map printed out and have played a few games on it already, and we really like having a third Axis player (even if Italy is weak economically). We have a few other questions/suggestions, and I couldn’t find an AARHE w/Italy thread, so I’ll try again here.#1 Just to double-check on Neutrals. If Germany roll a “1” for Spain on G1, raising Spain to a 3, then you are saying that the Spanish troops are immediatly converted over to German troops without raising the diplomacy level to -5? If this is true, then with Spain starting at -2, Sweden starting at -2, and Turkey starting at -1, then what do the Allies have going for them in the way of neutrals? The ones with the largest armies and important positioning (especially Turkey with its control of the Black Sea) are all quite close to being swayed by the Axis.
#2 Tekky, you said, “Yes, nothing stops US from taking South America.” This is quite ridiculous for the Allies (the supposed good guys in a supposedly more historically accurate version of AAR) to be able to take and conquer neutral countries. Now Germany, of course, ignored neutrality for the most part (i.e. Belgium), so I would not be adverse to allowing the Axis powers to conquer neutral territories, and then if the Allies "liberated the territory later, then the Allies would receive the IPCs from that territory.
#3 What is the point of the neutral territory Eire (Ireland)? Maybe it should have a value of 1 IPC, and/or the sea zones around it could be adjusted a little bit to give it some use.
#4 After playing the game both ways, I have to say that allowing the Axis/Allies take their turms simultaneously doesn’t work that well in my opinion. Yes, the game does proceed a little faster, but it really seemed that the game lost quite a bit by having 3-way attacks by the Allies against Japan in Asia and by having an American Atlantic fleet attacking Europe with British land units every turn. My solution is to let Italy go first, but adjust the initial setup a titch so that Italy cannot reinforce Ukraine or W. Russia heavily to gaurd against R1’s attack against those 2 territories. Perhaps move the Italian fighter to Algeria so that it can’t reach Ukraine or other small changes. Taking away the 1-2 punch of US/Russsia by putting Italy in-between helps keep from having US/Russia’s turn be too powerful.
#5 Lend-Lease. When playing on The AARHE w/Italy map, it doesn’t make sense to say that the free 12 IPC/ turn given to the Allies for US has to be shipped to SZ4 for Russia or SZ34 for UK. We are playing that you can just take it to England which means that US can set up a relay of 4 Transports going to UK (2 in SZ8 and 2 at EUS switching places each turn). So far in our games, this hasn’t been a game breaker, because for the US to pull this off, they usually have had to give Japan a free rein in the Pacific (because you have to invest a lot of $ in an Atlantic fleet to protect the transports).
#6 This may have been addressed in another thread, but I read quite a few, and didn’t see it, so. In AARHE, you collect IPCs at the begining of your turn. I like this, but a lot of $ is now taken out of the game which used to be available to purchase more units/ technology. Also, with techs taking effect at the end of the turn, I like this also, but now you have 2 good reasons to not even try for techs. (You don’t have enough $, and it takes too long to get it.) I think that a change needs to be made in starting IPCs; there needs to be a way in-game to increase the # of IPCs you have availible (I wrote a post in House Rules); and/or tech die rolls should be cheaper. The following is a partial list that I am working on for technologies which shows one way that the tech dice price could be lowered. The number after the power’s abbreviation is the cost for 1 die to roll for the above tech. I have not added Italy to this list yet.
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Mechanized Infantry – Your Infantry are now Mechanized Infantry with +1 Movement and the ability to blitz.
USSR – 5 UK – 4 US – 3 GER – 4 JAP – 5 -
Dug-In Defenders – Your Infantry/Artillery on your home territories (i.e. USSR on red territories) gain +1 Defense.
USSR – 4 UK – 4 US – 4 GER – 4 JAP – 4 -
Heavy Artillery – Your Artillery are now Heavy Artillery with +1 Attack, +1 Movement (no Blitzing allowed though,) and the ability to combat (for attacking and/or defending, but only during the first round of combat) in adjacent areas with a -1 modifier.
USSR – 6 UK – 6 US – 6 GER – 5 JAP – 6 -
Heavy Tanks – Your Tanks are now Heavy Tanks with +1 Attack.
USSR – 4 UK – 5 US – 5 GER – 4 JAP – 6 -
Heavy Transports – Your Transports are now Heavy Transports with the ability to hold up to 2 Infantry +any 1 land unit or any 2 land units.
USSR – 6 UK – 4 US – 3 GER – 5 JAP – 4 -
Super Subs – Your Submarines are now Super Subs with +1 Attack and +1 Defense.
USSR – 6 UK – 5 US – 4 GER – 3 JAP – 3
If you follow something like this, then you could just combine all of the technologies and NAs by making the usual NAs for a power cheaper for that power.
#7 Some possible solutions to Germany being a 20 would be to increase W. Europe and Vichy France both to 4 or 5 each and maybe E. Europe also then reduce Germany’s IPCvalue an equal amount. Maybe split Germany into N. Geermany (which would be the capital) and S. Germany. E. Germany/W. Germany might be a little more historically accurate especially when the Allies take W. Europe, but it would slow troops way down from crossing from one side to the other for Germany. Another one would be to make Berlin its own territory completely inside of Germany and give it its own IC (but no AA). Germany could be 15, and Berlin could be 5 (if no other changes were made). This option might be a little difficult because of map size, but it would increase Germany’s defenses by nullifying the amphibious assault which takes the capital. It makes sense too, because all of the other capitals which border sea zones are actually quite near the ocean, but Berlin is not.
#8 Maybe Vichy France should start with an IC so that Germany at least has the option to build in the Mediteranian if it wishes. I don’t think that this would give the Axis too much.
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