@sergio here is the lite version of AARHE 4.0
AARHE demo
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Rules http://home.exetel.com.au/cometo/20071202_AARHE.doc
Abattlemap http://home.exetel.com.au/cometo/20071205_RHE.gim.rarSummary:
Round sequence: All Axis followed by all Allies. Russia still gets the opening turn.
Game sequence: Collect Income at beginning of turn. Tech development at end of the turn.Purchase:
Infantry are not built at IC but VCs. Costs less at capital.
Industrial complex costs less at VCs.Combat Move:
Air units may only use up to half its movement points to reach combat zone.
Submarines can “try” to move through hostile sea zone.
Naval units can “try” to move through sea zones consisting of only submarines.Conduct Combat:
Land units’ hits cannot be allocated on air units.
Air units fight at -2 if not matched to friendly land unit 1-to-1.
Both attacker and defender may retreat, even after combat is won.Non-Combat Move:
Air units that didn’t move in combat move gets 2 extra movement points.Mobilize Units:
Infantry can be deployed at VCs. Capacity per turn is equal to VCP (victory city points). VCP is can also be a victory condition. -
R0
Russia’s special opening turnCollect Income
24 IPCPurchase Units and Developments
6 INF @ 2 IPC @ Capital VC
4 INF @ 3 IPC @ Connected VCCombat Move
3 INF + 1 FTR @ len -> wru
2 INF + 1 ARM @ arc -> wru
2 ARM + 1 FTR @ mos -> ukr
3 INF + 1 ART + 1 ARM @ cau -> ukr -
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attacker allocates ARM
(tank hits are allocated on infantry last)remaining forces
attacker: 5 INF, 1 FTR
attacker: 1 INF, 1 ARMattacker: press attack
defender: retreat to bel (only possible zone, because ukr is attacked by land units)ukr
opening-fire, dogfight
attacker:
Rolls: 1@2; Total Hits: 01@2: (4)
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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 -
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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
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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) -
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