ok ill make a third version with the changes you asked for. Tonight.
AARHE Test Ride
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Evening!
I just stumbled into the “Play Boardgames” forum, and was intrigued. Have you all ever tried a game of AARHE 4.0 or Lite that people can follow along with.
It’d be very helpful to see a few turns played out with some discussion thrown in.
- Bierwagen
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Tekkyy has done that…its further down the list of threads its AARHE using OOB map.
Right now AARHE is designed for playing OTB.
Also, post some pictures of your gaming sessions. Id like to see your map.
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ok a demo of LITE…
you need the abattlemap map at the AARHE repository -
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) -
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)
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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)
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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 -
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 -
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 -
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) -
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 -
Thanks Tekkyy – this is helping. Would like to see some CA and DAS if you can work it in. Maybe some messy SBR out of UK -> France with ID & DAS FTRs scrambling for a massive air battle.
The Paratroop was good, I’d forgotten about that when you have BMRs lying around. So many new rules to remember.
Appreciate the effort.
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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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Interesting & touche’. I’d not read the rules close enough.
I had the impression that if UK decided to do a SBR into Western Europe with say 2 BOM and a 5 FTR escort that Germany could respond with whatever was in Western Europe and send additional DAS (n.b., 1 round only) from Germany and Southern Europe in an attempt to shoot it down before it performed SBR.
I envisioned these huge air battles over the skies of Europe.
So, the only thing that defends against SBR is the country’s ID and whatever air units it has there.
Thanks for setting me straight.
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Yes correct, on SBR you only consider the enemy planes that are actually in the territory… SBR represents bombing campaign, while DAS is modeling a longer campaign where planes are fighting over months in the sky over the battlefield until a decision is reached. SBR is a in/out attack…
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Interesting & touche’. I’d not read the rules close enough.
oh, no I did not intend to have that tone…
as for missing that bit, what made you miss it?
maybe we can change the sentences a bit@Imperious:
SBR is a in/out attack….
yep all air missions are in/out style attacks
DAS only lets defends against normal combat, which represents months of action -
Nah, no tone taken or implied – I just didn’t remember the rules. There are a lot of moving parts to remember and I’m an old OOB guy. So, I’m on a steep learning curve.
“Air missions are resolved before normal combats
and DAS (Defensive Air Support) units do not defend
against them…”Is pretty clear. I just WANTED DAS to be able to scramble. You know the old movies where the sirens go off and the guys go running to their airplanes.
From a tactical/strategic standpoint, I was hoping it would make Germany pull back some units from the Russian front to deal with an air war and SBRs.
Hoping to get to try it out again soon. The more we play OTB the more questions we have and the more the rules sink in.
Enjoy the day!
- Bierwagen
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Yea and post those pictures. I just like to see how your map came out and the pieces you use.
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Greetings from sunny Las Vegas – where it’s a cool DRY 110 degrees in the shade… phew!
I’ve been on the road a lot recently, but this time I got lucky and due to the duration of the trip I got to drive. So, I threw all my freshly minted AARHE material and “The War Game” in the trunk and have set up shop. Four of the folk from our monthly San Antonio gang are deployed here as well for two weeks. So, as soon as they’ve run out of money on the “Strip” – we’re going to hunker down and grind out a few games. Hope you all are available for more questions.
I’m sure between the 4 of us we should have a cell phone with camera in it. I’ve mostly modelled my custom set after IL pieces (see below) and have found all but the Japanese 1/72 figures. So, I had to paint them from the “Out of Box” set. The Americans are just coming off the painting assembly line – and the troops are looking quite spectacular set up on my version of ILs AARHE 4.0 hack job of 50" x 33" board (n.b., I didn’t print it on one sheet of banner paper but piecemealed it together). Sadly, the dry heat of the desert here warped one of framing boards so that’ll have to be replaced.
I ordered the CnC “Axis & Allies” armor special, and mounted some bombers like Satchel did for his folding table. I really like that idea. Along with the magnitized score board and mini flags. I’m still trying to figure out how he managed to get the planes to stick on the magnets glued to the carrier decks – I haven’t solved that riddle yet. Very clever.
So, the next purchase will be custom artillery, airplanes, and fleets. Anyone have any pointers for 1/600th decals? I’ve dead ended. Do you just make them yourself?
Thanks to all for the rules, ideas, maps, Q&A sessions, and general passion for the game. I’m enjoying the hell out of it again after a 17 year hiatus.
Keep you posted, and will hopefully will get some picures uploaded before the first turn.
Enjoy the day!
- Bierwagen in Las Vegas
ESCI 207 - British 8th Army
ESCI 203 - Russian Soldiers
Revell 02503 - US Infantry
Airfix 01705 - German Infantry
Airfix 01711 - Afrika KorpsIf anyone knows where I can find some quality Japanese – Airfix ones really stink – I’d be most appreciative.
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I have done that same things as you. I have hundreds of useless 1/72 infantry to prove it.
if your going the 1/72 road… toysoldierreview.com will have pictures of all these and i sugest you use these:
http://www.plasticsoldierreview.com/Review.asp?manu=WAT&code=022
http://www.plasticsoldierreview.com/Review.asp?manu=AIR&code=01703
http://www.plasticsoldierreview.com/Review.asp?manu=HEL&code=79609
http://www.plasticsoldierreview.com/Review.asp?manu=ESC&code=8017
http://www.plasticsoldierreview.com/Review.asp?manu=HEL&code=79616
http://www.plasticsoldierreview.com/Review.asp?manu=AIR&code=01716
Caesar - Chinese Army
http://www.plasticsoldierreview.com/Review.asp?manu=AIR&code=01757
http://www.plasticsoldierreview.com/Review.asp?manu=CAE&code=H005
http://www.plasticsoldierreview.com/Review.asp?manu=CAE&code=H002
Caesar - German Panzergrenadiers 1
Caesar - German Panzergrenadiers 2
Caesar - German Infantry
Caesar - German Panzer InfantryI have all these and they were chosen because they don’t fall over in play because in every case the base is larger to give the piece stability.
for Artillery and all the rest you will have to carefully make a list and shop www.stytrex.com. If you email them and ask them nicely you can find out how much you need to order to get free shipping. I have placed 4 orders and each time got it after i asked.
If you need help let me know. I have made many mistakes and have only experience by trial and error to guide me to better decisions.
If you wanted to do it right you get one pack each from old glory miniatures at $13.00 each for (50) units and buy a specific round washer found easily at hardware store and glue the base on and paint. It will really kick ass, but you invest 13x5 which is $65 bucks for infantry only… it can be a pricey road, but these pieces will form a universal set for all your games.