Very cool idea. I like it a lot.
:-D
The “Wolf Pack” section in both Lite & 4.0 requires some text to clarify that a minimum of two SS are needed before they get the bonus. See the discussion and answers from IL & Tekkyy in:
http://www.axisandallies.org/forums/index.php?topic=6902.msg301594#msg301594
Can US/UK ATK former Russian territory (e.g., Persia -> Caucasus) before Russia falls?
If they could and do manage to kill all the Axis in it before Russia falls does “Stalinist Xenophobia” mean they can’t liberate it and return it to Russia – because now it would be Russian again?
Should “Stalinist Xenophobia” be updated to say "Before the axis captures the Soviet capital Moscow, US and UK may not move units into or fly air units over Soviet [or former Soviet] territories.
Does Russia get a free Tech & Diplomacy roll on the Special opening round?
Tech question:
“When only one side has jet air units at the beginning of combat cycle, jet air units have selective attack (except for Bomber). All targets are selected before rolling.”
Does this mean that jets can ignore and bypass air combat in order to roll on ARM – or does the selective targeting refer to attacking BMR vs FTR during air combat?
A bit confusing as to what the intent is. I would have thought jets would still be locked in air combat until a side has achieved air superiority. Jet power would allow me to ignore the FTR and go straight for the BMR if I wanted to.
Since BMRs don’t get an attack during the Air Combat phase and are strictly there as cannon fodder – can I use them on ground targets if my FTRs achieve Air Superiority this cycle?
Or do they have to wait until the next round of combat?
It just seems that if a unit doesn’t roll (e.g., combat), it should be allowed. I can get my head around extra FTRs not being allowed to roll as they were used to attain Air Superiority.
Only reason I could think of not allowing this would be for simplification purposes.
Just thinking out loud.
I will answer this when i get back from Badminton practice. You have lots of questions it appears. :-D
The “Wolf Pack” section in both Lite & 4.0 requires some text to clarify that a minimum of two SS are needed before they get the bonus. See the discussion and answers from IL & Tekkyy in:
You gain the +1 attack for each U-boat that exceeds total ASW units even by one. So you have 4 subs and he has 2 cruisers and 1 destroyer, then you got one sub with +1.
Also, if their are no ASW units at all you gain a +1 for each sub attacking.
Since BMRs don’t get an attack during the Air Combat phase and are strictly there as cannon fodder – can I use them on ground targets if my FTRs achieve Air Superiority this cycle?
It depends on the mission employed. If the Bomber is used to attack land targets then all air combat is completed separately, but concurrently with land combat. The bomber still defends at 1, while Dive bombers defend at 2. Once you got a situation where the air combat leads to one side either being destroyed or retreated, the remaining planes can fire at land targets starting on that new round.
If your bringing in bombers to do SBR this air combat and air defense is only one roll, following the bombers drop payload and return home.
Or do they have to wait until the next round of combat?
Its possible it can be just one round if one side is destroyed or retreats, the following round the air units can attack land.
It just seems that if a unit doesn’t roll (e.g., combat), it should be allowed. I can get my head around extra FTRs not being allowed to roll as they were used to attain Air Superiority.
IT DOES roll the bomber is in the sky trying to get to target, but the enemy is engaging them with interceptors so they are disrupted and cannot drop ordinance, but like any plane they are defending with machine gunners while trying to maintain heading and formation. Classic aerial dogfights.
Tech question:
“When only one side has jet air units at the beginning of combat cycle, jet air units have selective attack (except for Bomber). All targets are selected before rolling.”
Yes the player who has this advantage uses it as soon he builds Jet fighters and send them into air combat. He picks the target when he hits, so bombers are gonna need lots of protection to minimize this to just one round by getting in more rolls in that first round. Jet fighters are a huge deal in this game.
Does this mean that jets can ignore and bypass air combat in order to roll on ARM – or does the selective targeting refer to attacking BMR vs FTR during air combat?
In air combat it can select which plane it will hit, On land thats still the defenders choice.
A bit confusing as to what the intent is. I would have thought jets would still be locked in air combat until a side has achieved air superiority. Jet power would allow me to ignore the FTR and go straight for the BMR if I wanted to.
No this is not true. while in air combat when a jet hits it will most likely take off a bomber. This is why Jets make excellent interceptors against SBR runs. Bombers get chewed up. IN air combat they just roll like any other air units, except as i said before the Jet that hits gets to remove any plane it wants to , when normally this is the defenders choice.
Does Russia get a free Tech & Diplomacy roll on the Special opening round?
Yes in every version of the game including 1939. All nations even neutrals like USA and Soviets get to roll, they can allocate what meager resources they have to this purpose, but it may not be the best idea. It may be better to send the money as lend lease.
Can US/UK ATK former Russian territory (e.g., Persia -> Caucasus) before Russia falls?
Not at all, They cannot attack or fly over any soviet Territory unless Germany conquers the Soviets first and they surrendered. Once this happens we consider that Stalin is dead, and a more friendly and less suspicious national body in more tolerant of western intentions.
If they could and do manage to kill all the Axis in it before Russia falls does “Stalinist Xenophobia” mean they can’t liberate it and return it to Russia – because now it would be Russian again?
They can always invade and attack any nation that Germany has already conquered in the effort to bring it back. If Germany falls and Germany took out Russia, The Americans can land and recapture Moscow or a factory in Soviet Union and the Soviet player is back in the game to help out against Japan.
Should “Stalinist Xenophobia” be updated to say "Before the axis captures the Soviet capital Moscow, US and UK may not move units into or fly air units over Soviet [or former Soviet] territories.
Yes it should say that. But it is also true that a nation is not defeated until its factories are under enemy occupation. So it should really say : western allies cannot fly over or invade original Soviet Territories until the Soviet Union has been defeated first. Original Soviet territories include the ones that are occupied by Germany at the start of the game if using the original map.
Version control: Yeah good idea. I shall start a changelog.txt in the same direction. Btw 20080503 update is only the transport combat value.
Wolf Pack: I thought it was clear that friendly submarines can’t possibly “exceeds the number of enemy Destroyer by more than one” if there were less than 2 friendly submarines to begin with. But I can add it or rewrite the rule if you want.
Stalinist Xenophobia: Yep. That was the idea. I’ll change “Soviet territories” to read “any original Soviet territories”.
Russia special opening turn: Yep the turn is a normal full turn. So far only one exception is made as described at “Reinforcement”.
Jet, selective attack: That is correct. Air superiority rule still holds.
BMR hit land units same cycle as air superiority achieved:
aerial combat is considered parallel to land combat
hence we don’t let bombers hit land units after the aerial combat
@Bierwagen:
Only reason I could think of not allowing this would be for simplification purposes.
Just thinking out loud.
I guess its realistic if there is overwhelming air force so that your bombers can start the bombing straight away but I didn’t want to introduce a rule to gauge that
@Imperious:
No this is not true.
I believe “No this is not true” is referring to Jets going to ARM before hostile air units. What you wrote afterwards agreed with what Bierwagen said as well as my intepretation. You might have confused Bierwagen hehe.
@Imperious:
Yes it should say that. But it is also true that a nation is not defeated until its factories are under enemy occupation. So it should really say : western allies cannot fly over or invade original Soviet Territories until the Soviet Union has been defeated first.
We might not need this change.
I think fall of Moscow is enough to for Soviets to change their plan. Whether Stalinst is alive, dead, politically weaken or not.
Original Soviet territories include the ones that are occupied by Germany at the start of the game if using the original map.
Ah yes, once we made it to include all original Soviet territories (in game terms), plus Soivet territories (in real life terms).
Ah yes in game term “any original soviet territories” doesn’t include West Russia for example.
So we might have to explicitly include West Russia, Belorussia, and Ukraine.
Those darn soviets! My question really revolved around the Soviet starting territories (e.g., Brown ones).
Germany had taken Caucasus and Britain had some forces sitting in Persia and wanted to help by softening up the Germans. However, Russia had not fallen yet.
We came to the conclusion that the answer would be no, because once they liberated it Caucasus it would be Russian and you wouldn’t be allowed in. So, the discussion ensued as to why Britain couldn’t do it if they didn’t invade and only wanted to kill a “few” Germans. It wasn’t like there were any Russians there to stop them?
So, I took action to ask the question. I think “Stalinist Xenophobia” says it all. … AND STAY OUT!
I also really like the rule that Lend-Lease money can only be used for material goods and not infantry – but, it’s kinda hard to keep the money separated.
More questions to follow.
Amphibious Assault:
“Defending Infrastructure Defense performs offshore bombardment against ships rolling for offshore bombardment or enemy Transport.”
I’m hoping that this ID attack follows the logic of “Naval Combat: Hit Allocation” and APs are the last casualty to be taken – or as was postulated IDs can selective fire at the transport and kill the amphibious landing before it happens?
Allowing the IDs to sink the transports would make invading the Japanese islands more difficult than it already is.
Docking & Diplomacy:
How do you indicate you are docked at a neutral VC vs just floating in the sea zone so you can determine
“An attack on a docked naval unit is an attack on the neutral.”
Should you just move your ship into the country? And if I do can I leave from a different SZ? This might cause me some headache down the road.
e.g., Ankara, Turkey touches SZ 15/16
Madrid, Spain touches SZ 12/13
Cape Cod, S. Africa SZ 27/28
etc.
If you are docked, can enemy ships sail through adjacent SZs unimpeded?
Any insights appreciated.
Capturing Capitals:
O.k. Russia finally falls, and was hording some a few bucks that America sent via lend lease (n.b., we play that you can’t buy infantry with it – I liked that rule). Do the Axis still get to take the money lying around like they could in OOB?
Am just curious what the thinking is since the rules of income changed. Should we just resort to AAR LHTR v2.0:
“In addition, you collect all unspent IPCs from the former owner of the captured capital. For
example, if Germany conquers Moscow while the Soviet Union’s player is holding 18 IPCs, these
are immediately transferred to Germany’s player.”
NO they just take the territories value. Soviets cannot build if they don’t have a controlled factory. So Germany will need to mop up the remaining territories. Any saved income is lost by soviet player. Lend lease money allocated that turn is considered also lost in transit from the debacle of defeat. Reasoning: Lend lease is allocated at the start of the turn, while the Soviets have lost latter in the turn.
Oh. We were operating off the “Infantry Mobilization” (e.g., LITE rules) after Russia fell and assumed you could raise infantry in the countryside. Of course, 50% of 5 bucks didn’t go far.
So when you lose your capital you can’t do:
Infantry Mobilization
You may deploy infantry units at any territory. The
number of deployable units is equal to territory income.
The number if half rounded down for captured territories.
Wow, now I’m doubly confused. I thought “Lend-Lease” was instantaneous during the “Collect Income” phase. I’m confusing AARHE 4.0 with LITE aren’t I?
Ok from now on you need to say Lite or normal AARHE because it very different.
Stalinist Xeno
@Bierwagen:
So, the discussion ensued as to why Britain couldn’t do it if they didn’t invade and only wanted to kill a “few” Germans. It wasn’t like there were any Russians there to stop them?
Its not so much as to the Russian units stopping them. Its that the Russian government don’t want Capitalist troops exerting influence over the motherland. The game does not have a rule to handle free-for-all, hence Allies are not allowed to piss off Russia if you know what I mean.
Lend-lease
I also really like the rule that Lend-Lease money can only be used for material goods and not infantry – but, it’s kinda hard to keep the money separated.
I thought we don’t have that currently.
We didn’t bother with the distinction because lend lease gaves a wide variety of weapons and supplies including those that make up infantry divisions. (According to wikipedia anyway.)
Defending ID in amphibious assault
I’m hoping that this ID attack follows the logic of “Naval Combat: Hit Allocation” and APs are the last casualty to be taken – or as was postulated IDs can selective fire at the transport and kill the amphibious landing before it happens?
No actually ID rolls are selective. The procedure is the same as its Anti-air function.
Whats it a problem for you? How many IDs were in the territory?
The probablity of a hit is only a few percent.
Dock at neutral
Should you just move your ship into the country? And if I do can I leave from a different SZ? This might cause me some headache down the road.
That rule hasn’t been tested much.
Yeah the idea is they shouldn’t occupy/block the SZ. Then have you funny things like fighters landing on docked carrier…
And we made it so if the enemy attacks your docked naval units they are attacking the neutral. They you imply funny things like a naval unit attacking a territory.
The rule probably needs to be rewritten.
Do the Axis still get to take the money lying around like they could in OOB?
Yes when you capture a capital you capture the saved income. That remains.
@Imperious:
NO they just take the territories value. Soviets cannot build if they don’t have a controlled factory. So Germany will need to mop up the remaining territories. Any saved income is lost by soviet player. Lend lease money allocated that turn is considered also lost in transit from the debacle of defeat. Reasoning: Lend lease is allocated at the start of the turn, while the Soviets have lost latter in the turn.
No its not true.
they just take the territory value is regarding collect income. The victim collects only 50% of their income on the first turn following lost of capital but the enemy do not gain the lost income.
cannot build if they don’t have a controlled factory is not correct. The only thing you can’t build without holding your capital is a factory.
Lend lease is allocated at the start of the turn, while the Soviets have lost latter in the turn. is not true. We don’t have a money-in-transit accounting system. Lend lease is allocated and delivered in your turn. You can only lose your capital in enemy turn.
You are confusing yourself with old ideas. When in doubt refer to the rules file before answering Bierwagen’s question. He is asking for interpretation of current rules.
Wow, now I’m doubly confused. I thought “Lend-Lease” was instantaneous during the “Collect Income” phase. I’m confusing AARHE 4.0 with LITE aren’t I?
Yes Imperious Leader has confused you.
Lend-Lease is instantaneous. You get it this turn not next turn.
The sentence/wording is exactly the same in this particular aspect between full AARHE and Lite.
yea sorry about that. Tekkyy knows whats up. I got many ideas form many other projects and i tend to bring in rules from these other games because i am always working on various similar games and the ideas are marginally different.
sigh. :roll:
AARHE 4.0 Technology:
Semantical problems again.
Rules concerning tech states “Each die hits on a 2.” When I originally read this, I thought “Wow! There is going to be a lot of tech in the game with free rolls”. However, the interpretation became “it ONLY hits on 2”.
I had to scratch my head on that one, and promised to ask.
Does tech now hit ONLY on a 2 or is 1 & 2?
Thanks,