oooo I like the options the germans get with swapping the bat for an acc.
That’s got to come in handy!
After AA acquires air units and sends them retreating on a 2-3 what options do the untis have?
After AA acquires air units and sends them retreating on a 2-3 what options do the untis have?
The ID rolls out depending on how many it can. roll one d6 if you roll 1-5 nothing happens. If you roll 6, then roll again, 1 is a hit plane gone, 2-3 plane must fly back to where it came from and does not complete any mission that turn…wasted, but still alive to fight another day.
IL: Ok you came back…whew…
tekkyy: sorry too busy to be regular these few months, I’ll be in and out…email me for “emergencies”
IL: what do you propose? no change?
tekkyy: yeah pretty much, they are nothing compared to Haiwaii
Bierwagen: Seems to be within the scope of a piece only moving to an adjacent zone during this phase.
IL: Yes as long as they have a unloaded tranny in between Japan and Manchuria, they can allocate ONE SR transfer across the sea zone.
tekkyy: actually bridging (moving into adjacent SZ and then onto an adjacent territory) is not within the scope of moving to adjacent space. I was thinking transporting over the sea is fairly major thing to be done during passive turn. Regardless, open to discussion.
Bierwagen: According to the rules, they can each transfer a tech to each other. Seems a bit much. I wanted to limit it to one tech transfer each turn.
tekkyy: actually its “one progress box” per turn per direction, so its not a whole tech
Bierwagen: Air attack limitations of 2 out and 2 back really hampers Germany ability to fight in Africa.
tekkyy: yeah the 50/50 air movement rule changes a lot of opening moves, but it goes both ways, I mean it also stops Allies from flying the world’s air force into Africa
Bierwagen: Russia can attack into Persia and India alongside US/UK troops and DAS out there as
well – correct?
tekkyy: yeah the rules allows that
Bierwagen: Rule lawyers argued they were assigning them before they rolled, just one at a time vs. the opponents who said you have to announce all dice up front independent of the outcome of each other.
tekkyy: my bad, I’ll change the sentence to “Assign all free and purchased dice”
IL: Russian and western ally units cannot fight together, but if the Soviet sub is in a sea zone with UK/ USA naval, then it defends like anything else…but not attack.
tekkyy: the Xenopho rule’s wording do NOT stop you from attacking a non-Xeno territory together, territories included are listed in the rule wording
IL: All Soviet “liberations” preclude the allies from entering these for any reason (consider them now soviet territories) unless the axis retake it and drive out all Soviet units, THEN the allies can come back in and take it.
tekkyy: again Xenoph rule’s wording do not say that, I am thinking the Xeno-ness should be about Russia homeland and eastern europe, I mean historically they attacked Germany together and occupied their own areas
IL: Transfer is JUST giving your ally ONE level of some Tech you developed the last turn. You don’t then lose it if you give it away.
tekkyy: my bad, I’ll word it to make sure you don’t lose it ;)
Bierwagen: - Do they have to return to where they came from? - or - - Do they get to retreat to a friendly space within 2 spaces?
tekkyy: the wording just says they have to retreat, according to LHTR air units hang around in the territory and then you do the actual retreat in Non-combat Move
I’ve uploaded the newer files and the changelog we said we’ll have
Tekkyy…
we need to add a line regarding oil rules… in the 1939 game not all nations start with one and the rules clearly say after 3 turns if you lose your controlled oil center your non-infantry units cost +1 and tanks move 1.
Special cases:
Japan has no oil centers but a reserve in the 1939 version that runs out by turn 6 ( American entry) , so on turn 7 if they don’t control an oil center it starts to effect them.
UK is exempted from oil rules, because she imports her oil from many sources and they are not concentrated in any one area.
Italy draws her oil from German sources and would be effected the same way.
Also, to note that Romania is activated as German ally on turn 3 , so Germany and Italy are in the clear.
Also, the 1939 rules should be an appendix in the standard rulebook, because its only a few pages, and the text should be the same font and style you have in the latest draft.
IN the air rules… where does it specifically say what the defender can do?
I think a summary of each air mission 1-5 would prove valuable for the document. especially how many rounds is combat, and can DAS be used etc…
Welcome back Tekkyy!
Glad to see you again – I was worried the AAHRE population was shrinking!
Thanks for the changelogs.txt as well. Very groovy.
IL: Ok you came back…whew…
tekkyy: sorry too busy to be regular these few months, I’ll be in and out…email me for “emergencies”
I still need some clarity and thoughts on these:
Bridging during Reinforcement Phase:
Seems to work out o.k. so far. Our group isn’t complaining over the last 3-4 games.
IL: Yes.
Tekkyy: No.
New Playtesters: Undecided
Xenophobia:
We keep running into issues on this one. Personally, I don’t see why Russia can’t work in combined assaults with the US/UK as long as it isn’t in Russian territories or the German territories you specified. AAHRE seems to have a lot of major combat in Sinkiang/India/Persia due to the fact that Japan can build 5 troops a turn on the mainland. At least in our last 4 games.
In order to keep the Japanese at bay, Russia needs to be allowed to co-mingle with the US/UK in non-Russian controlled (and the specific countries specified) territories and DAS out there as well.
tekkyy: the Xenopho rule’s wording do NOT stop you from attacking a non-Xeno territory together, territories included are listed in the rule wording.
tekkyy: again Xenoph rule’s wording do not say that, I am thinking the Xeno-ness should be about Russia homeland and eastern europe, I mean historically they attacked Germany together and occupied their own areas
IL: No
Tekky: Yes
New Playtesters: Yes
Thanks again for all your hard work.
Our group has turns down to ~23 min from “Collect Income” to “Tech Rolls”. Our games are now very balanced. True SlobberKnockers. The last three games have gone many turns… sometimes 20+ for up to 8 hours of play before someone throws in the towel from mental exhaustion.
Japan always seems to be the King Kong. So, we’ve been working on trying to tear him down.
@Imperious:
IN the air rules… where does it specifically say what the defender can do?
I think a summary of each air mission 1-5 would prove valuable for the document. especially how many rounds is combat, and can DAS be used etc…
I think you are onto something here IL. Perhaps a flowchart of if-then options that show the logical structure and flow behind turns/sequences/cycles. A “checklist for dummies” basically. I’ll be the first to sign up and buy a copy!
e.g.,
Attacker Performs Combat Moves
Defender allocates FTR assets
– Scramble in country assets vs. inbound Air Mission
– Perform DAS to adjacent countries (non Air Mission)
– Defend territory in combat
1. Land Combat: Sequence
A. Air Mission Execution
– AD fires
- Remove Casualties
– Allocated in-country air units perform 1 cycle of air combat
- Remove Casualties
– Survivors perform Air Mission
– Air Missions & defenders return to base
B. Opening-Fire cycle
Airsuperiority
- YES/NO
…. blah… blah… blah…
End cycle
– Return to B. and repeat
Please make sure to use small monosyllabic words in large print.
I think it would help sort out some of the misperceptions we have due to things you assume as known because you’ve been at it so long.
I would kill for one of these for sea combat.
(good monkey… check the checklist… takes the banana)
Yes we need this checklist for EVERY concept and use plain language ( no FTR…but fighter)
we get alot of questions on air missions and naval retreats…
we need clarifications on defender ability to retreat in these situations:
both defender and attacker.
Also, on the jets and technology units how they change combat/movement in a situation
I know it will make the rules longer, but perhaps they can be 10pt font rather than 12 pt font.
I’m thinking a separate file created as a player aid using flowcharting symbols.
Wow… I’ve been trying to bumble through this all day, and I realize I can’t do it. We play with a half-breed mix of AARHE Lite & AARHE 4.0 (e.g., Tech, Diplomacy, VC Infantry Production). So, what I post will be something in-between.
Gah!
Yes im not sure what set of rules your using between lite and 1939…
O.k. – I think I have to surrender! Trying to flowchart the round, turn, and sequencing has highlighted some key points for me.
I think many of our problems lie in the fact that we are mixing and matching AAHRE Lite with AAHRE 4.0 and it just isn’t working out.
It was very hard to get my recalcitrant group to switch to AAHRE Lite, and I kept trying to add in pieces of AARHE 4.0 to get them to upgrade to it.
However, there are just so many new rules that it scares them off. Now that we have the basics down though, I think we can make the switch.
Moin Tekkyy,
Hey, this needs issue to be clarified a bit based on some previous discussions.
@Imperious:
Wolf Pack is ONLY for Germany!
you playing it wrong.
Only Germany gets the bonus. If tekkey wrote it wrong, then ill advise. I kept harping on that rule with him for like a month
Still not updated in:
@AARHE:
Wolf pack
Submarine attack and defense increases by 1 when the number of friendly Submarines exceeds the number of enemy Destroyer + Cruiser by more than one.
(n.b., our rule lawyers originally contested that if there were no enemy DD/CA’s present then 1 SS technically exceeded it by 1 and was therefore deemed a Wolf Pack)
This would need updating in both Lite & 4.0.
Thanks,
Tekkyy,
Any chance I could convince you to number the paragraphs for ease of referencing?
Finding the page is number is a pain.
Thanks,
Question concerning Optional Units:
Since Cruisers (CA) take two hits are they considered Capital Ships when mobilizing (e.g., take 2 turns for the "Build Schedule)?
Thanks,
Each purchasable die costs 5 IPC.
Nation Free Dice Purchasable
Germany 2 4
Italy (optional) 1 2
Japan 1 3
Soviet Union 1 3
United Kingdom 1 2
United States 2 4
this is the correct chart for tech purchases. i remember your flow chart didn’t have Italy, and some of the numbers were different.
Cruisers take one turn to build… i know its very close, but cruisers include light cruisers , and id like players to build lots of them, because historically few new battleships came out after 1942 compared to other ships…and were trying to demonstrate why the battleship is to be feared, but building new ones is not that desirable compared the carriers and cruisers, and destroyers…proving the change in maritime status for the Carrier as the supreme battlewagen.
Can a unit retreat into a desert territory and then pay the 1 IPC during the next logistic payment in the income phase?
Can a unit retreat into a desert territory and then pay the 1 IPC during the next logistic payment in the income phase?
no. not at all.
Interesting. I just noticed in Amphibious Assault:
“Attacking land units fight at combat value of 1, or 0
for mountianous terrain”
Is this just for Infantry and Airborne Infantry? Do tanks fight normal?
How in the world can you ever invade Japan?
another interesting question is if infantry is penalized 1 attacking value due to the hardship of the terrain, than how can armor fight in mountains?
Good point
Interesting. I just noticed in Amphibious Assault:
“Attacking land units fight at combat value of 1, or 0
for mountainous terrain”Is this just for Infantry and Airborne Infantry? Do tanks fight normal?
ON the first round only infantry fire but they don’t even get to roll if invading Mountain territory by sea. Airborne do however attack at 1 on the first round. Also, the defender gets a +1 for all his land units.
ON the second round and latter all your units fire at normal values, and so do his.
But remember attacking Gibraltar or small islands can only be done with 2 land units, plus i presume 2 air units, but against mountain territory your normal infantry don’t even get to roll on first round and his land units are boosted +1, and he may have planes in the Gibraltar to defend–which denies them firing against enemy land units. If you got anything left after the first round , then you still fight uphill. The only way to get him is drop 2 airborne using 2 bombers, plus having 2 fighters (or one of these another bomber) and hoping you hit one of his land units and he does not have planes. after about 2-3 rounds you can take it but you will basically be running against high odds, because planes cant be allocated as land combat hits.
He can make Gibraltar impossible by leaving 2 artillery or 2 tanks with 2 fighters. You will have to invade Spain to do the job.
How in the world can you ever invade Japan?
Japan is not a small island. I was very specific on which are small islands. You can invade japan with unlimited men and planes. But the mountain rules still apply as i said before, but not the 2 units only rule ( small islands rule)
another interesting question is if infantry is penalized 1 attacking value due to the hardship of the terrain, than how can armor fight in mountains?
Armor fights on round two at full values. The reduced values for attacking unit are only the first round:
ON the first round only infantry fire but they don’t even get to roll if invading Mountain territory by sea. Airborne do however attack at 1 on the first round. Also, the defender gets a +1 for all his land units.
ON the second round and latter all your units fire at normal values, and so do his.