• '18 '17 '16 '11 Moderator

    I know, as I mentioned before, I had not really tested this, I was wondering if it had been tested prior to AARe being released, seems it has not.

    I’m not sure if it will help or hinder either side really.  It would obviously help the losing side recover if the winning side has not maintained a well rounded fleet.

    As for being more or less expensive, we’re only talking 2 IPC difference.  Remember, destroyers are not 12 IPC anymore, they are 10.  Both sides have 7 IPC submarines if they chose the correct NAs, but those lock up one of your NA selections and for America, that could be their only one!

    Basically, my hope is that requiring an attacking destroyer to lock defending submarines into combat before opening fire will negate the “pin” maneuver and give the IJN a purpose in life other than going to harass the British. ^_^


  • @Cmdr:

    As for being more or less expensive, we’re only talking 2 IPC difference.  Remember, destroyers are not 12 IPC anymore, they are 10.   Both sides have 7 IPC submarines if they chose the correct NAs, but those lock up one of your NA selections and for America, that could be their only one!

    Well $2 does add up, and it’s can easily be $3 as you pointed out, so then it really adds up…. especially for US who has to buy navy in both oceans.

  • '18 '17 '16 '11 Moderator

    But the US can get naval industry and if Japan does not take Kaitens (and with only two selections you get in most games, Kaitens are not always the way to go) it’s only a difference of 1 IPC.


  • @Cmdr:

    But the US can get naval industry and if Japan does not take Kaitens (and with only two selections you get in most games, Kaitens are not always the way to go) it’s only a difference of 1 IPC.

    OK, average $2… * 4 DD’s the US will buy = one sub
    4 DD’s purchased for both pacific and atlantic if the axis run a sub game plan is NOT outrageous.

    To me, that ADDS up.

  • '18 '17 '16 '11 Moderator

    I guess.  I have not yet seen a game where Germany’s submarines are able to take the Atlantic.  Not saying it cannot happen, just that I have not seen it.

    I presume it’s Africa Corps + Wolfpacks for Germany and Banzai + Kaitens for Japan.

    Countered with Russian Rail for Russia, Radar + Royal Navy for England and Naval Industry for America.

    From what I can tell, that means America can pretty much go 100% against Japan in the Pacific allowing England to tie up Germany and, since Germany is putting submarines in the water, Russia can push on Germany’s front.

    But that’s just from my limited experience.


  • If a sub is detected, but no enemy destroyers are present, does it still have all the advantages subs had in LHTR?

  • '18 '17 '16 '11 Moderator

    I do not believe so.  After opening fire occurs all submarines are considered “detected” and detected submarines don’t get the sneak shot ability, the way I read the rules.

    Axis would know more for sure.


  • Yeah… I really love these rules, but I hate the way subs were handled, so far… it could have been done much simpler, I think.  Honestly, I have no ideas how subs work, even after trying to play through a game… the game is great, and you really do see more Pacific action because if Japan gets Hawaii, Australia, and India, all Germany needs is a single Russian VC and it’s game over… so the Allies actually send ships down there!  It’s just too bad one of the ships (subs) confuse the HECK outta me!  :cry:


  • Pagan (the master perveyor of Enhanced, even more than me!)  put together this sub simplification that I think is an excellent reference:

    AARe :  Subs  (simplified)

    0.  In regular AAR ,  Destroyers detect subs automatically and subs may not Submerge + may not kill things without them returning fire.
    –- In AARe , Destroyers have to detect subs by rolling a 3 or less before the combats begin.  If there are 50 subs + 10 destroyers , then there would be 10 rolls of 3 or less. If any of those succeed, then All 50 subs are detected.
    — Detected subs act exactly as they would in regular AAR-LHTR.
    — Undetected subs get a First Cycle combat option  (#1)

    1. in the VERY FIRST cycle of a combat an Undetected sub may Shoot + Submerge in the Opening Fire phase.  That means that it doesnt take hits from regular fire (since it has submerged) , but it is still subject to Opening Fire hits

    2. If a sub decides to stay in combat after this very first shot, then it is now detected and will now forever act like any other sub in AAR-LHTR

    3. Special Note 1 :  subs WILL convoy raid subs when close to an IC

    4. Special Note 2 : Aircraft alone cannot attack alone sub-packs.  The aircraft would have to bring a ship with them. Detection would still apply, and the sub could shoot + submerge in the opening fire phase.  This is how they become annoying little slippery fish

  • '18 '17 '16 '11 Moderator

    So in other words, if I read it correctly, the defender/attacker may not automatically get to return fire with units hit by submarines if they no longer have a destroyer - even though the submarines are “detected” after the first round?


  • @Cmdr:

    So in other words, if I read it correctly, the defender/attacker may not automatically get to return fire with units hit by submarines if they no longer have a destroyer - even though the submarines are “detected” after the first round?

    Detection only affects the very first round of combat, and it only affects the ability to dive in that first round EVEN if their is an enemy destroyer present.  An undetected sub can always dive after the initial opening fire round.


  • If I wasn’t clear, let me add:

    Detection has nothing to do with first shot capability.  Normal LHTR rules apply:  No enemy DD, opening fire hits are lost before the rest of combat rolls occur.


  • The simplified rules are a lot clearer.  Thanks for those.

    If I attack subs with a surface ship and 50 fighters, once that surface ship dies, is combat automatically over?

    If I understand it right…

    Detection ONLY matters for the first cycle of combat.  After that cycle, disregard everything about detection.

    So basically, the addition of detection is not a handicap for submarines, but a pure benefit.

    Also about NAs… for NAs like Russian Winter, can you declare that as your NA, but not actually use it until a future turn?


  • @Rakeman:

    The simplified rules are a lot clearer.  Thanks for those.

    If I attack subs with a surface ship and 50 fighters, once that surface ship dies, is combat automatically over?

    No it does not automatically end.  But why would defenseless subs stay in another round of combat and be subjected to the planes attack when they can submerge at the end of a round of combat?

    @Rakeman:

    If I understand it right…

    Detection ONLY matters for the first cycle of combat.  After that cycle, disregard everything about detection.

    So basically, the addition of detection is not a handicap for submarines, but a pure benefit.

    Yes, detection makes subs harder to kill as they basically need to be found to be killed (except with sub on sub)

    @Rakeman:

    Also about NAs… for NAs like Russian Winter, can you declare that as your NA, but not actually use it until a future turn?

    The rules/nature of Russian winter allows such a delay.  Reread the wording of the NA, it should be clear that you do not have to use it when it is declared as a Russian NA

    FYI
    You can delay your second NA choice if you would like to.  You do pay a slight penalty as the additional capability that the NA offers would not take effect until the end of your turn.

    For example, Germany does not choose their second NA on G2.  G3 they decide to choose Wolf Packs.  However, as a penalty for delaying the second NA choice till round 3 (or later), Germany an not attack with the subs at a “3” if they have more than 1 sub attacking  on G3 (or the round the NA was taken).


  • Except sub on sub… huh?

    Other than that, it’s pretty clear now.  Thanks again!


  • @Rakeman:

    Except sub on sub… huh?

    well subs do shoot in opening fire, so if one sub attacks another sub, there is no detection (no DD involved), so then you go to opening fire and THEN you can dive (since you’ll be undetected).  So this means subs can hunt subs.

    I know some Enhanced players don’t like this (subs can kill subs), but it does indeed work well in the grand scheme of things, IMHO.

    BTW, I would say I have played 120+ games of Enhanced.

    @Rakeman:

    Other than that, it’s pretty clear now.  Thanks again!

    You are Welcome!

    good gaming!

  • '18 '17 '16 '11 Moderator

    Yea, that sub on sub thing still smacks as a method to make submarines too powerful in my, very most, humble opinion.  I’m going to try to talk Mollari into play testing a few games where you have to find a submarine before you can attack it, even if you have submarines with you. (Likewise, enemy submarines then would be allowed to share sea zones with each other since neither could be attacked without a destroyer present.)

    Think that might also make convoy raids harder.


    As for NAs, there are times you may want to hold your NA selection.  The allies might want to hold their 4th selection until they see what the Axis are doing, this might change the allied strategy from KGF to KJF in which case maybe the allies want Naval Industry instead of Radar.  Likewise, the axis may want to hold on to an NA as well to see what the allies are doing, or how the dice are panning out.  Maybe they don’t need Tokyo Express but could use jet fighters on the cheap so take Tech Advantage instead.


  • Is the game imbalanced if played with no NAs (so that it is easier to teach to a new player)?

  • '18 '17 '16 '11 Moderator

    No more so than regular AAR is without NAs.


  • @axis_roll:

    6. D-Day Invasion as Standard
    -Once during the game, at the start of UK’s turn, you may declare a D-Day Invasion, a combined attack of UK and US forces which occurs on the US turn. D-Day may only target WEur, and all attacking land and sea units MUST amphibious assault from SZ 7 (with the rare exception of land units already in Ger or SEur, which can attack WEur as per regular rules). Air units may come in from any territory provided they have enough movement points.
    -On the UK turn, conduct Combat and NCM as normal for any units you do not anticipate participating in the D-Day invasion. Any units being used on UK’s turn, be it Combat or NCM, cannot be used on the US turn. Newly purchased UK units cannot be used either.
    -On the US turn, the US player uses the remaining eligible UK units in his Combat and NCM together with his own units. US TRNs can transport UK land units and vice versa. Any UK units used MUST be involved in Combat, and in WEur ONLY. The only exception to this is loaded UK TRNs (and any UK land unit cargo) which can be involved in combat in SZ 7 as part of the amphibious assault. UK BBs and Combined-Arms DDs not used on UK’s turn can bombard WEur but only if SZ 7 was empty at the start of the US turn.

    Can you, say, in the US turn after declaring D-Day, move infantry off of the UK and into transports, then amphibiously assault, or must they already be loaded?  I ask because “all attacking land and sea units MUST amphibious assault from SZ 7” so I don’t know if that means they must already be in SZ7.

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