This was originally a post in NA’s
AARHE crew:
I have some new ideas…
battleships should only be preemtive unless another battleship is present. In naval combat Battleships fight each other and take hits off each other. All other ships fight each other except transports cannot be taken as loses unless no other ships are left.
If the attacker has a battleship and the defender does not, he can decide what ship he hits if he rolls a one
Now under land combat if tanks, bombers and fighters roll a one they should be able to select the defending land target.
If bombers are attacking land targets and the defender has no air support, then attacks are also preemtive. If the defender has air units then as normal they fight dogfights…
Also, i have some new ideas covering some ideas for AARHE:
Air Superiority
Air units engage on a one to one basis. The side that has fewer air units must allocate all units to the air battle. The side that has air superiority (more units) can decide whether his extra aircraft will participate in the air or land/sea battle. He may also decide how to allocate his fighters or bombers for air or land/sea combat. Thus air units may only target ground units if they have established air superiority.
+++++ now the excess planes can participate in combat, when before one enemy plane can TIE UP your bomber force.
Retreat
Attacker and defender can retreat any or all surviving units after each round of combat except units that attacked as part of an amphibious assault. Land units that attacked as part of an amphibious assault may retreat but may be targeted (free shot) for one round by all defending land units. All retreating land units are converted into infantry. Defending land units may retreat into any friendly region that was not attacked that turn. Attacking land units may retreat into any friendly region that attacking land units originated from. Sea units may retreat into any territory not occupied by enemy units. Retreating air units may land in any territory that was friendly at the start of their turn. Attacking armor, mechanized infantry, and aircraft that have sufficient movement may pursue units that retreated.
++++ key idea is you can convert retreating units to infantry , but the penalty is the defender gets a free barrage ( look at Dieppe raid and St. Nasaire raid)
Withdrawal
Prior to the start of any battle, a defender may withdraw any land, sea, or air units that are in excess of the total number of respective attacking units. These units can be used to withdraw into non-combat or reinforce neighboring battles (they arrive in the second round of combat). Each type of unit (land, sea, and air) is treated separately.
++++ key difference in what we allready have is a LIMITATION on defending retreats. Thus you cant fully retreat. Some detractors of our efforts dont like the total ability of the defender to retreat. But another key idea is you can withdraw to latter use to reinforce other battles ( see below)
Example: Germany (2 infantry and 2 artillery) attacks France with (6 infantry and 3 fighters). The Allies can withdraw up to 2 infantry and 3 fighters prior to the start of the battle.
Reinforcements
Units (except Bombers in defense) can reinforce adjacent regions that are being attacked. Reinforcements arrive in the second round of battle. Only units in regions that are not being attacked or units that withdrew prior to the start of another battle can be used as reinforcements. If combat in the territory that is being reinforced is concluded in one round, the reinforcements return to their original territory.
+++++ this idea creates the value of a real campaign when the battle involves forces from adjacent territories. Models the war better.
These are new ideas being used elsewhere in my other games. All you people please take a good look at them and play test them. They work well.