Tokyo express does not need a marine. 1 infantry on Japanese destroyers.
Time Hacks
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I’ve notice that we are tending to over analyze phases of the game and seem to get really bogged down in retreat decision and reinforcement moves.
So, I was going to pull out the timer and start to get draconian about keeping a full turn under an hour.
15 minutes for turn start -> money - purchase -> combat moves seems to be sufficient.
30 minutes for combat rolls and retreat decisions
5 minutes for non-combat moves
5 minutes for reinforcement
5 minutes for placement -> diplomacy -> tech rollsDoes your experience validate this?
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You allow players to carry unused time to the next phase?
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I’ve notice that we are tending to over analyze phases of the game and seem to get really bogged down in retreat decision and reinforcement moves.
So, I was going to pull out the timer and start to get draconian about keeping a full turn under an hour.
15 minutes for turn start -> money - purchase -> combat moves seems to be sufficient.
30 minutes for combat rolls and retreat decisions
5 minutes for non-combat moves
5 minutes for reinforcement
5 minutes for placement -> diplomacy -> tech rollsI am quite sure its a tendency that will solve itself as soon as those players have played AARHE for at least 3-4 complete games. IN our groups playing all the axis moves never lasted longer than 20-25 minutes total, because we clearly understood the rules. I would make a cheat sheet to present to new comers on those rules that require some memory, while most of it is intuitive.
Id say 20 minutes for combat rolls and retreats
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We used to play so a person had 12 minutes to do their entire turn.