Merry X’mas from Sydney
Land Movement (new rule) -
but in AARHE they do not get stuck
attacker retreat is allowed, regardless of defender decision or combat result (except you have to leave behind one inf to capture if you won
and I am against “attack can’t retreat if battle won”
why should land units be able to retreat, but not able to if battle is won?
and then able to retreat if movement points in reserve?
sounds a bit funny
as for tank blitzrieg attack again thing, I think too complex
we are not trying to add complexity, save them for your optional rules
Air Movement - hehe you wrote a paragraph about “1/2 movement”, you didn’t have to, as I said in the post before that post…the 1/2 thing is no more
the AARHE idea is actually really clean, it was just written poorly with the term “1/2 movement”
it is simple, you can move X spaces in Combat Move and X spaces in Non-Combat Move
this can be the new wording
not having to remember already used movement points is only side effect
the main effect is so we don’t have Allied fighters bouncing between UK and Russia to attack Germany that is typical of OOB games (its annoying, its unrealistic)
Airborne Drop (optional) - oh ok we discuss the optional rules too (was eager to get the main thing running so we can playtesting hehe)
I recall you wanted to remove Transport Plane, I agree too, so remove reference to it
I see you added the AA50’s rule of “can’t drop behind enemy lines” thing, is that needed? I guess that depends on what we think Airborne Drops are capable of
Naval Movement - just waiting for feedback here
your argument for letting transports go through enemy submarines with dice rolling was
it is not known if the submarine in in the SZ this is why the unescorted transport is attacked for a round
I think that is fog of war stuff, out of scope and not a reason
Naval Units Co-occupation - done
Submarine Movement - I don’t precisely understand what you saying
tekky: how about each destroyer prevent submarines from going through the sea zone on a 1-to-1 basis?
Imperious Leader: This is a good point except its more complicated. I also allow for the 1:1 thing because each ASW stops only 1 sub with a successful roll.I am just making this less painful to play.
tekkyy:what do you mean? how is rolling a die less painful than simple 1-to-1 ?
Imperious Leader:All must roll up to the equal total of submarines that is 1:1, excess do not have to roll, which encourages players to buy even more subs, to get a chance to kill.
don’t think you’ve explained how rolling a dice is less painful to play then my simple 1-to-1
“each total of submarines”? “excess do not have to roll”?
with my 1-to-1 rule no rolling is needed
Defensive Air Support - the AARHE rule DAS/Air Reinforcement lets you relocate air units to defend in adjacent space instead
CAS is just planes supporting ground troops, this is simply a normal combat in Axis and Allies?
that is different
Strait Interdiction - ok Turkey removed, done
Canal - for Turkey, could be
Naval units may not move between sea zone 15 and sea zone 16 if their side does not control Turkey at the beginning of the turn.
Terrain - ok, done
Stalinst Xenophobia - you say mixing of units, hence I thought you want to let UK/US enter Soviet territories
the other bits are covered
Imperious Leader: NO mixing of any Allied units ( UK, USA) with Soviet units (including naval).
tekkyy: The UK and USA players may not move units into any space occupied by Soviet units.
Imperious Leader: Soviet Units can liberate Japanese occupied Chinese territories and that’s the only time they can enter China.
tekkyy: I asked for justification and still waiting
Imperious Leader: Soviet units can also ‘liberate’ any Axis occupied territories and keep them as their own even if they were previously owned by Allied nations.
tekkyy: Whenever Soviet player captures a territory they gain control of it.
if not enough then,
Whenever the Soviet player captures a territory they do not liberate it but gain control of it.
Rome-Berlin-Tokyo Axis Co-operation - ok, done
I can’t really comment on your playtesting that Russia needed help as you’ve been playing modified versions of AARHE
I would mostly avoid the nation specific rules until we have solid playtesting
Soviet winter (a new rule) - in the case of your reasoning, I would say add in the dice and put it in one of scenarios like 1939
because for 1942 game the Russian winter was history, Moscow was saved, and German spearhead loses many units on Russia’s 1st turn
Partisans (a new rule) - waiting for reasoning to show this was significant enough to be in main rules
Soviet Factories (a new rule) - can you show me that this was done easily in WWII and not some isolated events?
also I think this would be more realistic:
The Soviet player may move 1 Industrial Complex to an adjacent territory. Both territories must be an originally controlled territory.
AND move to phase 6: mobilize new units