Strategic Bomber Raid (SBR)
Each Bomber surviving Infrastructure Defense fire and aerial combat may choose to roll a die to reduce the territory’s income, or reduce unit production capacity at its Industrial Complex. The die value is the number of IPC reduced, or number of units of production capacity reduced respectively. All damages are applied to the enemy’s next turn.
Posts made by tekkyy
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RE: New ideas for AARHE: 1939posted in House Rules
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RE: AARHE Test Rideposted in House Rules
actually Air Missions are resolved before normal combat (like in OOB SBR is resolved before normal combat)
and DAS doesn’t not defend against them
so no big massive air battle in your exampleanyway I just noticed IL have a very different interpretation of air missions (SBR, CA, and GI) and find it fits in with normal combat and DAS
I’ll wait til that is resolved before giving you example
maybe we can work together and make it streamline(FYI I actually preferred LITE to be simple and not have to deal with air missions, but maybe it can be improved to be easier)
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RE: Jet Power – too powerfulposted in House Rules
well giving one free fighter is not anyway near the half way point
one jet fighter is insignificant to gameplay so I think not worth the troubleNote this goes for A-bombs (free prototype), Rockets, Jet fighters, Jet bombers, Super subs, but not heavy tanks
well actually a-bomb is free but extremely limited
rockets are free, naturally
heavy tank, a new unit so no conversion
heavy artillery, a new unit so no conversionand I guess you guys want advanced submarines to be built too
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RE: AARHE: Rule filesposted in House Rules
the second one…adjacent to IC
um, can’t we repair at VCs anymore?
ok when you say “attack germany” and perform GI….huh? thats the same thing The air units are trying to attack German ground units but need to clear the sky of enemy air, and once this occurs the following round they hit land targets.
wait a minute…
it is clearly stated that air missions are eparate from normal combat and resolved before normal combatthere is nothing to it, it is simply Axis and Allies structure
eg. in OOB when you SBR Germany you have to declare as such
otherwise your Bomber is making a normal attack on Germany -
RE: Choice of NAs in AARe - your thoughts pleaseposted in House Rules
I don’t find it too difficult to get a good bombardment fleet going with Britain. Lend-Lease or Royal Navy can help defray the cost, and US Tech Advantage and/or Radar can make the tech cheaper, as well as greatly enhancing your fleet’s anti-air capabilities.
ah yes
AARe NA discussion would not be complete without mentioning the uber destroyer strat and its evolving variants
UK takes Royal Navy, US takes Naval Industrywhat is it again? 18 destroyers by turn 4?
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RE: AARHE: Map filesposted in House Rules
I go for budget and just print them on consumer printers
not top quality stuff
no big impact of A0 posterbut its good that its modular
like modular armour hehe -
RE: AARHE Test Rideposted in House Rules
all combats now resolved
team members now perform remaining game phases at the same time at their own rateJ1: Non-combat Move
1 ftr 1 bmb from Bry to Man
1 ftr from Bry to Kwa
ftr from z35 to FicG1: Non-combat Move
3 ftr from Len to Ukr
all other ftr to Ukr
2 inf 1 arm from Blk to Ukr
2 arm from Ger to Ukr1 inf from Ger to Ukr via bmb (bmb may carry 1 inf in NCM)
bmb from Ger to Ukr to Ger (Air Transport bmb, unlike transport, may continue movement after unload)
1 inf from Ger to Weuinf and arm from Seu to Lib
inf and art from Alg to LibAllies: Reinforcement
after all non-combat moves are declared, enemy may declare reinforcements
units that did not combat this turn may relocate one spaceUK: tp + ss from z40 to z39
UK: inf from Saf to Ken
US: 2 inf from Sin to Chi
US: 2 inf form Cus to Eus
US: dd from z20 to z19
J1: Mobilize
2 tp 1 dd @ z60
1 art @ JpnG1: Mobilize
3 inf @ Ukr
2 inf @ Bel
3 arm @ Ger
1 inf 1 arm @ SeuG1: Develop Weapons
noneJ1: Develope Weapons
none -
RE: AARHE Test Rideposted in House Rules
Bry (6 inf 2 ftr vs 6 inf)
no hits in opening-fire
then in main-round attacker gets 3 hits, defender gets 3 hits
both lose 3 inf
defender retreats to Yak
attacker retreats to Bry, leaving 1 amphibious assault inf behindz35 (3 ftr 1 cv 1 bb vs 1 ftr 1 cv 1 dd 1 tp)
Opening-fire
attacker Anti-Air = 1(cv) + 2(bb) = 3 dice @ 1
defender Anti-Air = 1(cv) + 1(dd) = 2 dice @ 1
attacker gets 1 hit, defender gets 0 hits
defender loses 1 ftrMain-round
Air Units: defender has no air units left, no need to roll dogfight dice
Naval Units:
attacker (1 cv 1 bb), rolls 1@1 1@4
gets 1 hit
defender (1 cv 1 dd 1 tp), rolls 1@1 1@2 1@0
gets 1 hitattacker bb damaged
defender cv damaged (note hits must be allocated on transport last)defender retreats remaining cv + dd + tp to z36
attacker remains but retreats 1 ftr (must retreat ftr excess to carrier capacity at end of combat cycle)z52 (1 ftr 1 cv 1 dd 1 bb 1 ss vs 1 ftr 1 cv 1 ss)
note defender had the declare DAS during combat move to relocate the ftr at z52 or Haw if they wished)Opening-fire
Anti-Air
lets say no hitsSubmarine First Strike
attacker ss gets first strike
defender ss has no first strike due to dd
attacker targets cv (subarmines can’t hit submarines nor air units)
rolls 1@2, get 1 hit
defender cv damagedMain-round
Air Units (ftr vs ftr)
attacker rolls 1@2 defender rolls 1@3
lets both hit and destroyedNaval Units (1 bb 1 cv 1 dd vs 1 cv 1 ss)
(attacker ss alerady fired in opening-fire)
lets say attacking dd hit, defending ss hitsattacker bb damaged
defender allocates ss (to save the damaged cv, note only destroyer hits can be allocated on submarines, but destroyer hits can be allocated on other naval units too)defender retreats to z55
attacker retreats to z45 (attacker can retreat to any sz from which at least one unit came from) -
RE: AARHE Test Rideposted in House Rules
G1/J1: Conduct Combat
team members cannot perform other phases until all members have completed Conduct Combat
air missions are resolved first thoughbut all air missions are resolved before normal combat, so SBR have to be resolved first
Bry: SBR
no guns, no defending air units so no aerial combat
bmb rolls straight away and rolls a 3
Bry’s income is reduced by 3 IPC but not below 0, so its income is 0 next turnnow all normal combat are resolved, the order being attacker’s choice
z13 1: opening-fire
0 destroyers, 1 submarine = 1 submarine gets first strike
rolls 1@2, gets 1 hit
defender bb damagedz13 1: main-round
both attacker and defender rolls 1@4, both get 1 hit
defender bb destroyed
attacker bb damaged (no technology, only dd hits can be allocated on ss)defender has no units left
attacker choose to retreat back to z14
(unlike land combat, attacker do not have to leave units after winning)Len 1: opening-fire
attacker (3 ftr, no dogfight)
rolls 3@3, gets 2 hits
defender allocates 1 arm 1 inf
(air unit hits are allocated on inf last)
remove causaltiesLen 1: main-round
attacker (5 inf, 1 arm with support)
rolls 5@1 1@4, gets 2 hits
defender allocates 2 infdefender (5 inf left)
rolls 5@2, gets 2 hits
attacker allocates 2 infdefender decides first, choose to retreat all 3 inf to Arc
attacker then decides, choose to remain with all units -
RE: AARHE Test Rideposted in House Rules
Axis Turn 1
team members go at their own rate, but Conduct Combat is done together
G1: Collect Income
$38G1: Purchase
6 inf = $18
4 arm = $20G1: Combat Move
->z13: 1 bb
bb from z14 (tp can’t be used as fodder)
ss from z8->Len: 6 inf 1 arm
3 inf from Bel
2 inf 1 arm 1 ftr from Eeu
1 ftr from Blk
1 ftr from UkrJ1: Collect Income
$30J1: Purchase
2 tp = $16
1 dd = $10
1 art = $4J1: Combat Move
-> z35: 1 ftr 1 cv 1 dd 1 tp
2 ftr 1 cv 1 bb from z37
1 ftr from Fic-> Bry: 6 nf
2 inf 1 ft from Man
4 inf from Jpn via tp
2 ftr from Jpn
tp from z59 to z60-> Bry: SBR
bmb from Jpn-> z52: 1 ftr 1 cv 1 ss
bb from z60
1 ftr 1 cv 1 dd from z50
1 ss from z45 -
RE: AARHE Test Rideposted in House Rules
attacker allocates 2 inf 1 art from Mos
(arm go on non-inf units first)attacker retreats, back to where units came from
leaving 1 inf from Mos behindR0: Non-combat Move
2 ftr at Wru to Cau
3 inf 1 arm from Arc to Len
2 inf from Far to Bry
2 inf from Yak to Bry
2 inf from Eve to Yak
2 inf from Nov to Yak
2 inf from Kaz to CauR0: Mobilize
1 ftr 3 inf 1 arm @ Cau
(Cau has a limit of 4 non-inf units and 4 inf units)R0: Develop Weapons
none -
RE: AARHE Test Rideposted in House Rules
defender allocates all 5 units for the 6 units
defender (3 inf 1 art 1 arm)
Rolls: 3@2 1@2 1@3; Total Hits: 33@2: (2, 5, 1)1@2: (4)1@3: (2) -
RE: AARHE Test Rideposted in House Rules
Rolls: 7@1 2@2 2@2 1@3 2@4; Total Hits: 67@1: (2, 4, 1, 6, 3, 1, 6)2@2: (6, 4)2@2: (5, 2)1@3: (2)2@4: (4, 3) -
RE: AARHE Test Rideposted in House Rules
R0: Collect Income
$24R0: Purchase
1 ftr = $10
3 inf = $9
1 arm = $5R0: Combat Move
(note no DAS allowed at R0)-> to Wru: 3 inf 1 art 1 arm
3 inf 1 art 1 arm from Cau
3 inf 1 art 2 arm 1 ftr from Mos
3 inf 1 ftr from LenR0: Conduct Combat
Wru 1 opening-fire
attacker (2 ftr)
Rolls: 2@3; Total Hits: 02@3: (4, 6)Wru 1 main-round
attacker (7 inf, 2 inf with support, 2 art, 1 arm, 2 arm with support) -
RE: AARHE Test Rideposted in House Rules
ok a demo of LITE…
you need the abattlemap map at the AARHE repository -
RE: Jet Power – too powerfulposted in House Rules
actually for simplicity I wasnt adding free prototype thing yet
is it important?
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RE: New ideas for AARHE: 1939posted in House Rules
actually I wasn’t thinking of adding it to LITE…
this is the wording
Night Bombing
Only Bomber may perform this. Identical to SBR except Infrastructure Defense do not fire against them and no aerial combat occurs. Each Bomber roll to reduce unit production at its Industrial Complex. -
RE: AARHE: Rule filesposted in House Rules
Naval Repair
that might be a bit complicated to word
can we just keep all of it inside the “purchase” phase?
especially since we are now spending IPCconfirming adjacency requirment…
*any sea zone adjacent to a coastline VC, or
*any sea zone adjacent to territory with an IC
right?CA
I hope you know what I mean
all air missions (SBR, CA, and GI) are separate from normal combat
you are allowed to attack Germany AND perform 1 or more air missions on Germany in the same turnair units always fire in opening-fire in land combat
note that is not a change, just clarifying the current rules -
RE: Jet Power – too powerfulposted in House Rules
by the way besides new combat values the ID immunity is also only for new units
I hope this is what meanhopefully its not too many things to keep track of