• Land Movement (new rule) -

    during the retreat step of any combat cycle either side can declare “fight to death” and from next cycle onwards there are no further retreats

    no thats not good, we don’t want the possibility of the attacker being thwarted by the defender retreating before combat.

    no you can’t retreat before combat
    retreat step (step 7: Press Attack or Withdrawattack) occurs after units fire (step 2, 4, 5)

    but recall in AARHE defender declare intentions first in the retreat step

    under that system the attack was always mandated for at least one turn.

    don’t worry it still is in my proposal, you just misread (see above)

    New idea: during each active players turn, his land forces may make a number of free moves:

    yeah we have a similar rule already
    the optional rule Strategic Redeployment
    you can apply your idea to simplify Strategic Redeployment

    Naval Movement -

    working on it.

    ok

    Stalinst Xenophobia -

    *Chinese territories goes to Soviet control if more Soviet troops than US/UK

    this is too gamey.

    ok…
    constructive inputs welcomed

    No Chinese outside China ( china includes japanese occupied China and British held China- in AA50)
    The only way an ally can enter China is if an axis controls it, and they are taking it back
    except in the Soviets case they enjoy the IPC and it does not go to China
    thats very simple.

    I am not fond of a “no Chinese outside China” rule
    AARHE is not about turning AAR into AA50 !
    people just play AA50 if they you want a separate China

    after that bit it was just back to what you proposed before except the restriction now applies to all Allies
    I already said why I don’t like it
    its a restrictive rule trying to enforce a replay of history
    a rule more suited for our friend Flashman’s house rules

    Russia made Mongolia independent and there was nothing China could do about it
    Russia could well make Sinkiang independent if they wanted to
    no one could stop Russia from sending troops to China, it was a Soviet choice
    US supported China with air force, they could have done more if they wanted to, it was a US choice

    I tried my best if you still disagree there we are at a stalemate
    in that case we should just leave both yours and my China rule out
    like we said already its not bad, Japan already can’t blitz the 2 inland Chinese territories and 3 territories in the Far East

    Soviet Factories (a new rule) -

    hence I asked where you want the player do be able to mobilize this turn? at the new location or old location?
    I propose you can mobilize at old location, and then you can move factories at the end of mobilize phase
    this way we can remove the one-off aspect of once per game limit, help Russia more times, yet not over powering

    The Soviets can option to relocate the factories during build phase, and the move takes place at placement phase. One factory per Soviet turn and each one time per game. thats the rule. Obviously he cant place units in a moved factory till next turn.

    if I am reading this correct you don’t want the player to be able to mobilise at the new nor old location of the IC
    so how about just let the rule be self contained in phase 6: mobilize new units?
    I am trying to remove the span-across-phase (phase 2 and phase 6) aspect of the rule
    for reasons similar to why we removed the span-across-phase (phase 2 and phase 7) aspect of the old tech rule

    I am also trying to remove the once per game limit, because one-off rules are a waste of document space, reader attention span, and requires players to remember more things
    I don’t think its over powering to remove the once-per-game limit since its restricted to within original Soviet territories and that you can’t mobilise on it this turn (as above)


  • Land Movement (new rule) -
    Quote
    during the retreat step of any combat cycle either side can declare “fight to death” and from next cycle onwards there are no further retreats
    Quote
    no thats not good, we don’t want the possibility of the attacker being thwarted by the defender retreating before combat.
    no you can’t retreat before combat
    retreat step (step 7: Press Attack or Withdrawattack) occurs after units fire (step 2, 4, 5)

    yes but make the language clear: I still have no idea what the rule is as you wrote it. Write in simple language.

    example: the defender can retreat on x round….  no more ‘unit fire step sequence’ unless its real basic.

    Quote
    but recall in AARHE defender declare intentions first in the retreat step
    Quote
    under that system the attack was always mandated for at least one turn.
    don’t worry it still is in my proposal, you just misread (see above)
    Quote
    New idea: during each active players turn, his land forces may make a number of free moves:
    yeah we have a similar rule already
    the optional rule Strategic Redeployment
    you can apply your idea to simplify Strategic Redeployment

    ok we keep that then, but consider a lower starting value and tied to industry and placement, so more factories give you more SR points. this is good for the game.

    Naval Movement -
    Quote
    working on it.
    ok

    Stalinst Xenophobia -
    Quote
    *Chinese territories goes to Soviet control if more Soviet troops than US/UK
    Quote
    this is too gamey.
    ok…
    constructive inputs welcomed

    Quote
    No Chinese outside China ( china includes japanese occupied China and British held China- in AA50)
    The only way an ally can enter China is if an axis controls it, and they are taking it back
    except in the Soviets case they enjoy the IPC and it does not go to China
    thats very simple.
    I am not fond of a “no Chinese outside China” rule
    AARHE is not about turning AAR into AA50 !
    people just play AA50 if they you want a separate China

    well thats the next step, plus our 1939 map is basically lifted of ideas to make AA50, we should start getting into the new fashion of the day and embrace the new ideas. AARHE must take in these new concepts because AA50 is the new revised and Revised is the old Milton Bradley now…

    after that bit it was just back to what you proposed before except the restriction now applies to all Allies
    I already said why I don’t like it
    its a restrictive rule trying to enforce a replay of history
    a rule more suited for our friend Flashman’s house rules

    yes perhaps thats true.

    Russia made Mongolia independent and there was nothing China could do about it
    Russia could well make Sinkiang independent if they wanted to
    no one could stop Russia from sending troops to China, it was a Soviet choice
    US supported China with air force, they could have done more if they wanted to, it was a US choice

    Mongolia is neutral by aligned to Russia. The bottom line is Russia is not gonna invade Chinese territories that are Chinese controlled, nor will China allow Russia to do this as being an ally. China and Russia have a long history of conflicts, but in that day Stalin had no desire to attack the Chinese.

    I tried my best if you still disagree there we are at a stalemate
    in that case we should just leave both yours and my China rule out
    like we said already its not bad, Japan already can’t blitz the 2 inland Chinese territories and 3 territories in the Far East

    yes i guess its a push out for both ideas.

    Soviet Factories (a new rule) -
    Quote
    hence I asked where you want the player do be able to mobilize this turn? at the new location or old location?
    I propose you can mobilize at old location, and then you can move factories at the end of mobilize phase
    this way we can remove the one-off aspect of once per game limit, help Russia more times, yet not over powering
    Quote
    The Soviets can option to relocate the factories during build phase, and the move takes place at placement phase. One factory per Soviet turn and each one time per game. thats the rule. Obviously he cant place units in a moved factory till next turn.
    if I am reading this correct you don’t want the player to be able to mobilise at the new nor old location of the IC
    so how about just let the rule be self contained in phase 6: mobilize new units?
    I am trying to remove the span-across-phase (phase 2 and phase 6) aspect of the rule
    for reasons similar to why we removed the span-across-phase (phase 2 and phase 7) aspect of the old tech rule

    they move the factory during build phase and place in placement phase. I guess we can allow the placement in the moved factory in the same turn, but it dont look good.

    I am also trying to remove the once per game limit, because one-off rules are a waste of document space, reader attention span, and requires players to remember more things
    I don’t think its over powering to remove the once-per-game limit since its restricted to within original Soviet territories and that you can’t mobilise on it this turn (as above)

    I looked at that, but it may lead to tricks. The Soviets could not move all her factories in one turn, but as i said before we can allow placement on the same turn as placement of the new factory…so resolved.


  • well thats the next step, plus our 1939 map is basically lifted of ideas to make AA50, we should start getting into the new fashion of the day and embrace the new ideas. AARHE must take in these new concepts because AA50 is the new revised and Revised is the old Milton Bradley now…

    yeah thats the next step and it is called AA50HE
    right now we are discussing AARHE
    like you don’t put 2004 revised rules into a house rule for 1981 Classic now do you?

    anyway I hope AA50HE takes a different approach and hopefully a lot simpler than AARHE

    Land Movement (new rule) - removed, replaced by this fight to death thing

    Retreat (phase 4: Conduct Combat) -

    yes but make the language clear: I still have no idea what the rule is as you wrote it. Write in simple language
    example: the defender can retreat on x round….  no more ‘unit fire step sequence’ unless its real basic.

    I want to keep it simple too
    I thought “retreat step” is not ambigious
    but you got confused when I said “retreat step of the combat cycle”

    anyway here is another go
    During the “Press Attack or Withdraw” step of the combat cycle, the defender declares all actions before the attacker declares any. You may retreat some or all of your units. After that you may declare to “fight to death” with the remaining units. From the next combat cycle, there can be no further retreat by either side.

    Naval Movement - on hold

    Stalinst Xenophobia - done, no China rules
    but other bits like Allies can’t enter Soviet held original Soviet territories is included

    Soviet Factories (a new rule) -

    they move the factory during build phase and place in placement phase. I guess we can allow the placement in the moved factory in the same turn, but it dont look good.

    I am not asking we allow units to be mobilize at an IC that is moving this turn
    you don’t want to and I also don’t want to
    we just say
    You cannot mobilize new units at that Industrial Complex this turn.

    I am trying to have it self contained in phase 6: mobilize
    remove the requirement to declare in phase 2: purchase
    just like how we remove the requirement to declare tech dice in phase 2: purchase

    I looked at that, but it may lead to tricks. The Soviets could not move all her factories in one turn, but as i said before we can allow placement on the same turn as placement of the new factory…so resolved.

    you don’t want Soviets to be able to move all her factories in one turn right?
    thats fine, I am not asking to lift the one IC per turn limit
    I am asking to lift the once per game for an IC limit
    don’t think its too powerful provided you can’t mobilize at a moving IC this turn


  • Quote
    well thats the next step, plus our 1939 map is basically lifted of ideas to make AA50, we should start getting into the new fashion of the day and embrace the new ideas. AARHE must take in these new concepts because AA50 is the new revised and Revised is the old Milton Bradley now…
    yeah thats the next step and it is called AA50HE
    right now we are discussing AARHE
    like you don’t put 2004 revised rules into a house rule for 1981 Classic now do you?

    anyway I hope AA50HE takes a different approach and hopefully a lot simpler than AARHE

    you better believe it.

    Land Movement (new rule) - removed, replaced by this fight to death thing.

    ok pending scripting on that.

    Retreat (phase 4: Conduct Combat) -
    Quote
    yes but make the language clear: I still have no idea what the rule is as you wrote it. Write in simple language
    example: the defender can retreat on x round….  no more ‘unit fire step sequence’ unless its real basic.
    I want to keep it simple too
    I thought “retreat step” is not ambiguous
    but you got confused when I said “retreat step of the combat cycle”

    anyway here is another go
    During the “Press Attack or Withdraw” step of the combat cycle, the defender declares all actions before the attacker declares any. You may retreat some or all of your units. After that you may declare to “fight to death” with the remaining units. From the next combat cycle, there can be no further retreat by either side.

    OK lets get this straight:

    defender declares his intentions ( retreat, continue, or die fighting)
    attacker then decides one of first 2 options
    If defender declared the third option, then attacker is stuck to fight to death?

    Naval Movement - on hold

    Stalinst Xenophobia - done, no China rules
    but other bits like Allies can’t enter Soviet held original Soviet territories is included

    ok ok

    Soviet Factories (a new rule) -
    Quote
    they move the factory during build phase and place in placement phase. I guess we can allow the placement in the moved factory in the same turn, but it dont look good.
    I am not asking we allow units to be mobilize at an IC that is moving this turn
    you don’t want to and I also don’t want to
    we just say
    You cannot mobilize new units at that Industrial Complex this turn.

    I am trying to have it self contained in phase 6: mobilize
    remove the requirement to declare in phase 2: purchase
    just like how we remove the requirement to declare tech dice in phase 2: purchase

    ok then what is the new scripting on this?

    Quote
    I looked at that, but it may lead to tricks. The Soviets could not move all her factories in one turn, but as i said before we can allow placement on the same turn as placement of the new factory…so resolved.
    you don’t want Soviets to be able to move all her factories in one turn right?
    thats fine, I am not asking to lift the one IC per turn limit
    I am asking to lift the once per game for an IC limit
    don’t think its too powerful provided you can’t mobilize at a moving IC this turn

    Well actually its “each factory can move one time per game” if the Soviets build a new factory it too can have the option. Its not one time you can move one factory, but EACH factory can move once.

    lets see new scripting>>?


  • yeah thats the next step and it is called AA50HE
    right now we are discussing AARHE
    like you don’t put 2004 revised rules into a house rule for 1981 Classic now do you?
    anyway I hope AA50HE takes a different approach and hopefully a lot simpler than AARHE

    you better believe it.

    what do you mean by better believe it?
    as in you think you would put a revised rule into a house rule for classic?
    as in you think AA50HE can be a lot simpler than AARHE?

    Retreat (phase 4: Conduct Combat) -

    OK lets get this straight:
    defender declares his intentions ( retreat, continue, or die fighting)
    attacker then decides one of first 2 options
    If defender declared the third option, then attacker is stuck to fight to death?

    (1) yes defender declares one of 3 options
    (2) no attacker then decides also from all 3 options
    (3) no if defender declares the third option, attacker is not stuck yet, but BOTH sides are stuck from next cycle of combat

    reasoning below

    regarding (1) we haven’t mentioned removal of AARHE’s partial retreat, if you want to partial retreat I have to think about retreat rules accordingly

    regarding (2) both side has the ability to turn the combat into a no-more-retreat-style, this is important as I don’t want to disadvantage the attacker. so if we model what the defender can do to tie down attacking forces we also model what the attacker can do to tie down the defending forces from retreating

    regarding (3) its from next cycle onwards because I don’t want the defender to have ability to suddenly stop the attacker from retreating. You wanted to give the defender ability to trench in and pose for city fighting. So no retreat  should be from next cycle of combat onwards. If attacker wants to conquer they are in for a messy fight with no retreat.
    Now, my proposal does allow attacker to make stuck any unretreated defending units. This is I think is reasonable in the context of defender being passive forces in axis and allies.

    Naval Movement - on hold

    Soviet Factories (a new rule) -

    Well actually its “each factory can move one time per game” if the Soviets build a new factory it too can have the option. Its not one time you can move one factory, but EACH factory can move once.
    lets see new scripting>>?

    yeah I know
    and I am sugguesting to remove “each factory can move one time per game” limit but keep the “move only one factory per turn” limit
    it shouldn’t be too powerful since you can’t mobilize units at a moving IC this turn

    Phase 6: Mobilize New Units
    Soviet Factories
    The Soviet player may move one Industrial Complex to an adjacent space. Both spaces must be Soviet held original Soviet territories. You cannot mobilize new units at that Industrial Complex this turn.


  • Quote
    yeah thats the next step and it is called AA50HE
    right now we are discussing AARHE
    like you don’t put 2004 revised rules into a house rule for 1981 Classic now do you?
    anyway I hope AA50HE takes a different approach and hopefully a lot simpler than AARHE
    Quote
    you better believe it.
    what do you mean by better believe it?
    as in you think you would put a revised rule into a house rule for classic?
    as in you think AA50HE can be a lot simpler than AARHE?

    Its an American expression: its the vital reason why the effort is being made is the connotation.

    Retreat (phase 4: Conduct Combat) -
    Quote
    OK lets get this straight:
    defender declares his intentions ( retreat, continue, or die fighting)
    attacker then decides one of first 2 options
    If defender declared the third option, then attacker is stuck to fight to death?

    (1) yes defender declares one of 3 options
    (2) no attacker then decides also from all 3 options
    (3) no if defender declares the third option, attacker is not stuck yet, but BOTH sides are stuck from next cycle of combat

    reasoning below

    regarding (1) we haven’t mentioned removal of AARHE’s partial retreat, if you want to partial retreat I have to think about retreat rules accordingly

    regarding (2) both side has the ability to turn the combat into a no-more-retreat-style, this is important as I don’t want to disadvantage the attacker. so if we model what the defender can do to tie down attacking forces we also model what the attacker can do to tie down the defending forces from retreating

    regarding (3) its from next cycle onwards because I don’t want the defender to have ability to suddenly stop the attacker from retreating. You wanted to give the defender ability to trench in and pose for city fighting. So no retreat  should be from next cycle of combat onwards. If attacker wants to conquer they are in for a messy fight with no retreat.
    Now, my proposal does allow attacker to make stuck any unretreated defending units. This is I think is reasonable in the context of defender being passive forces in axis and allies.

    This is too complicated. lets use something i am familiar with borrow the wargame retreat rules:

    Before any round the defender followed by the attacker declares which units he wants to retreat. Units declared that are retreating do not fire in the subsequent round. If either side rolls up and gets more kills than what is left the additional hits go against retreating units and these dont fire back.

    example: attacker has 4 tanks against 3 defending infantry. Defender decides that he will retreat 2 infantry, so attacker rolls out and gets 3 hits, so the defender rolls his two hits, then the defender removes both his defending force plus one retreating unit.

    Naval Movement - on hold

    Soviet Factories (a new rule) -
    Quote
    Well actually its “each factory can move one time per game” if the Soviets build a new factory it too can have the option. Its not one time you can move one factory, but EACH factory can move once.
    lets see new scripting>>?
    yeah I know
    and I am suggesting to remove “each factory can move one time per game” limit but keep the “move only one factory per turn” limit
    it shouldn’t be too powerful since you can’t mobilize units at a moving IC this turn

    we don’t want the same factory moving more than once. thats the point. That removes the power of moving a mobile factory every turn.

    Phase 6: Mobilize New Units
    Soviet Factories
    The Soviet player may move one Industrial Complex to an adjacent space. Both spaces must be Soviet held original Soviet territories. You cannot mobilize new units at that Industrial Complex this turn.

    this is too weak. one space? why? its useless to make it one space. The Soviet factories were moved out of bomber range, which means it needs to be more than one.

    its nothing wrong with “one factory per turn can move or be destroyed” and " placements arrive the following turn that you place factory."


  • by the way try to read the whole post before you type up your reply
    sometimes it appears you read and reply at the same time which makes the response funny

    Retreat (phase 4: conduct combat) -

    This is too complicated. lets use something i am familiar with borrow the wargame retreat rules:

    its amazing when say “too complicated”
    my “fight to death” rule is much simpler than your “fight to death” rule
    its the answering of your questions that was long

    the actually rule as posted in one post earlier is that either side can declare it and then both sides much fight to death from next combat cycle

    example: attacker has 4 tanks against 3 defending infantry. Defender decides that he will retreat 2 infantry, so attacker rolls out and gets 3 hits, so the defender rolls his two hits, then the defender removes both his defending force plus one retreating unit.

    um…ok that’s a retreat rule for partial retreat
    but we are discussing a retreat rule for fight to death at the moment

    yes we can discuss partial retreat too, but wait for phase 4: conduct combat
    we are only discussing this “fight to death” (also a phase 4: conduct combat rule) only because we have to confirm we can remove your funny phase 3: combat move rule about unused movement points

    partial retreat rule does not replace a fight to death rule
    to refresh your memory, this long discuss about retreat is because
    *A. you want ability for one to fight to death and tie down the enemy
    *B. I want attacker to be able to retreat even if it did performed too well in combat rolls killed defending units

    from what you’re saying it seems you are no longer pursuing your issue A, please confirm now!
    if you are no longer pursuing A, then we can simply keep AARHE’s current rule (that you can always retreat) to solve my issue B

    Naval Movement - hows this coming along?
    fact remains that transports are slow  (Liberty class 11.5 knots) with or without escorts
    transports simply can’t join a dash through a hostile area performed by a fleet of destroyers (Fletcher class 36.5 knots) and carriers (Essex class 33 knots)

    some sugguestions:
    A. use AA50 rule except transports can’t go through enemy submarines, or
    B. use AA50 rule except each submarine can fire once, hits can only be allocated on transports

    Soviet Factories (a new rule) -

    we don’t want the same factory moving more than once. thats the point. That removes the power of moving a mobile factory every turn.

    you want this rule to help the Soviets
    I don’t think it’ll help USSR enough if it each IC can only move once per game
    anyway once per game is more suitable as a National Advantage

    this is too weak. one space? why? its useless to make it one space.

    ok, we’ll make it you can relocate anywhere from and to, within Soviet held original Soviet terrtiories

    its nothing wrong with “one factory per turn can move or be destroyed” and " placements arrive the following turn that you place factory."

    referring to your link
    http://forum.axishistory.com/viewtopic.php?f=66&t=22442
    they are saying the plan wasn’t all that instant or magical
    so I don’t think you should be able to mobilize at a moving IC this turn

    anyway your placements arrive the following turn that you place factory is not well thought out
    there is territory limit to number of units you can mobilize
    if you pay more IPC than your deployment capacity the the IPC are lost, thats the axis and allies rule
    we don’t want to make an except for this non-core rule do we? its only an adjustment rule


  • by the way try to read the whole post before you type up your reply
    sometimes it appears you read and reply at the same time which makes the response funny

    Retreat (phase 4: conduct combat) -
    Quote
    This is too complicated. lets use something i am familiar with borrow the wargame retreat rules:
    its amazing when say “too complicated”
    my “fight to death” rule is much simpler than your “fight to death” rule
    its the answering of your questions that was long

    the actually rule as posted in one post earlier is that either side can declare it and then both sides much fight to death from next combat cycle

    Quote
    example: attacker has 4 tanks against 3 defending infantry. Defender decides that he will retreat 2 infantry, so attacker rolls out and gets 3 hits, so the defender rolls his two hits, then the defender removes both his defending force plus one retreating unit.
    um…ok that’s a retreat rule for partial retreat
    but we are discussing a retreat rule for fight to death at the moment

    They are totally linked. The retreat option in this case could be complete, and the attacker would get all his rolls killing what he can and the balance of the defending forces retreating. This is a basic new system…no more fight to the death, but a minor attacker advantage.

    partial retreat rule does not replace a fight to death rule
    to refresh your memory, this long discuss about retreat is because
    *A. you want ability for one to fight to death and tie down the enemy
    *B. I want attacker to be able to retreat even if it did performed too well in combat rolls killed defending units

    under what they do in the wargame, thats possible to achieve w/o any fight to the death rules. take a look.

    from what you’re saying it seems you are no longer pursuing your issue A, please confirm now!
    if you are no longer pursuing A, then we can simply keep AARHE’s current rule (that you can always retreat) to solve my issue B

    i am not longer persuing any option thats complicated and that includes the 4.0 rules.

    Naval Movement - hows this coming along?
    fact remains that transports are slow  (Liberty class 11.5 knots) with or without escorts
    transports simply can’t join a dash through a hostile area performed by a fleet of destroyers (Fletcher class 36.5 knots) and carriers (Essex class 33 knots)

    some sugguestions:
    A. use AA50 rule except transports can’t go through enemy submarines, or
    B. use AA50 rule except each submarine can fire once, hits can only be allocated on transports

    i was favoring option B. I prefer the transports run thru the gauntlet of possible sub attacks, which was the reason why they roll for interception and attack, while it was a 1:1 basis ( excess transports pass and are not rolled against)

    Soviet Factories (a new rule) -
    Quote
    we don’t want the same factory moving more than once. thats the point. That removes the power of moving a mobile factory every turn.
    you want this rule to help the Soviets
    I don’t think it’ll help USSR enough if it each IC can only move once per game
    anyway once per game is more suitable as a National Advantage

    4.1 is not using any NA’s this is a short version, so some of the more needed items need to remain to help balance out the Soviet predicament because we dont allow allied units in Russia, so lend lease is not enough and the soviets need other things to help them out as a result of playtest.

    Quote
    this is too weak. one space? why? its useless to make it one space.
    ok, we’ll make it you can relocate anywhere from and to, within Soviet held original Soviet territories

    yes thats the original idea.anywhere.

    Quote
    its nothing wrong with “one factory per turn can move or be destroyed” and " placements arrive the following turn that you place factory."
    referring to your link
    http://forum.axishistory.com/viewtopic.php?f=66&t=22442
    they are saying the plan wasn’t all that instant or magical
    so I don’t think you should be able to mobilize at a moving IC this turn

    each turn is 6 months that assumes alot of time to move.

    anyway your placements arrive the following turn that you place factory is not well thought out
    there is territory limit to number of units you can mobilize
    if you pay more IPC than your deployment capacity the the IPC are lost, thats the axis and allies rule
    we don’t want to make an except for this non-core rule do we? its only an adjustment rule

    moving a factory is like building a factory. we use the same rules. you place in one turn the factory and place units the next. The only difference is in this case we are taking an existing factory and moving it instead.


  • Retreat (phase 4: conduct combat)
    don’t have to decide on all details now
    we just need to know we don’t need that “unused movement points” rule
    we can continue now
    discuss and finalise the many aspects of retreat when we go to phase 4: conduct combat

    last comments
    *in OOB we declare decisions at the end of the combat cycle, I have reservations about shifting that to the
    beginning of the cycle
    *could try to remove partial retreat

    Naval Movement

    i was favoring option B. I prefer the transports run thru the gauntlet of possible sub attacks, which was the reason why they roll for interception and attack, while it was a 1:1 basis ( excess transports pass and are not rolled against)

    thats fine, (B) is essentially 1:1
    2 submarines can’t kill 4 transports…2 transports are 100% safe

    Naval Movement
    Naval units may go through sea zones consisting of only enemy submarines or transports. Each enemy submarine rolls a die at its combat value. Hits can only be allocated on transports going through.

    Soviet Factories

    4.1 is not using any NA’s this is a short version, so some of the more needed items need to remain to help balance out the Soviet predicament because we dont allow allied units in Russia, so lend lease is not enough and the soviets need other things to help them out as a result of playtest.

    we are both happy to boost the Soviets!
    I am saying “each IC can move once per game” don’t help them much
    its also one more thing to remember

    moving a factory is like building a factory. we use the same rules. you place in one turn the factory and place units the next. The only difference is in this case we are taking an existing factory and moving it instead.

    yeah ok place factory this turn, place units next turn
    I don’t see the Soviet player abusing since they can’t build there this turn

    Soviet Factories
    At the beginning of Mobilize New Units phase, the Soviet player may relocate one Industrial Complex. Both territories must be a currently held original Soviet territory. You may not mobilize new units at the Industrial Complex this turn.


  • Retreat (phase 4: conduct combat)
    don’t have to decide on all details now
    we just need to know we don’t need that “unused movement points” rule
    we can continue now
    discuss and finalize the many aspects of retreat when we go to phase 4: conduct combat

    ok fine, this is now assumed under Strategic Redeployment.

    last comments
    *in OOB we declare decisions at the end of the combat cycle, I have reservations about shifting that to the
    beginning of the cycle
    *could try to remove partial retreat

    ok then you declare what you retreat at start of round and these units dont fire.

    Naval Movement
    Quote
    i was favoring option B. I prefer the transports run thru the gauntlet of possible sub attacks, which was the reason why they roll for interception and attack, while it was a 1:1 basis ( excess transports pass and are not rolled against)
    thats fine, (B) is essentially 1:1
    2 submarines can’t kill 4 transports…2 transports are 100% safe

    yes thats what we should do. each sub has one opportunity to roll and the excess are safe. script it.

    Naval Movement
    Naval units may go through sea zones consisting of only enemy submarines or transports. Each enemy submarine rolls a die at its combat value. Hits can only be allocated on transports going through.

    thats fine, and the naval force can elect to attack the sub and allow the transports movement in NCM thru the empty zone.

    Soviet Factories
    Quote
    4.1 is not using any NA’s this is a short version, so some of the more needed items need to remain to help balance out the Soviet predicament because we dont allow allied units in Russia, so lend lease is not enough and the soviets need other things to help them out as a result of playtest.
    we are both happy to boost the Soviets!
    I am saying “each IC can move once per game” don’t help them much
    its also one more thing to remember

    Quote
    moving a factory is like building a factory. we use the same rules. you place in one turn the factory and place units the next. The only difference is in this case we are taking an existing factory and moving it instead.
    yeah ok place factory this turn, place units next turn
    I don’t see the Soviet player abusing since they can’t build there this turn

    Soviet Factories
    At the beginning of Mobilize New Units phase, the Soviet player may relocate one Industrial Complex each turn. Both territories must be a currently held original Soviet territory. You may not mobilize new units at the Industrial Complex until the turn following relocation.

    yes except see bold:


  • ok fine, this is now assumed under Strategic Redeployment.

    yeah you’ll show me when we get to phase 5
    note that strategic Redeployment was an optional rule

    *in OOB we declare decisions at the end of the combat cycle, I have reservations about shifting that to the
    beginning of the cycle

    ok then you declare what you retreat at start of round and these units dont fire.

    no I am saying I hope we don’t have to shift it to the beginning of the cycle
    your proposed rule did shift it
    anyway we’ll discuss it when it comes

    Submarine Movement - done

    thats fine, and the naval force can elect to attack the sub and allow the transports movement in NCM thru the empty zone.

    yes as defined in OOB/LHTR, if the submarines are killed or submerged, then any of your naval unit can move through the sea zone in NCM

    Soviet Factories - done


  • our discussion involved actual scripts
    but check anyway to see if we understood each other correctly

    http://home.exetel.com.au/cometo/aarhe/20090119experimental.doc
    http://home.exetel.com.au/cometo/aarhe/20090119experimental.pdf

    under phase 1 we have “Soviet Partisans”
    under phase 3 we have the rest
    under phase 6 we have “Soviet Factories”

    Land Movement (removed)
    Airborne Drop (optional)
    Soviet Winter (scenario rule)


    for phase 4: conduct combat we’ll have pick a section first
    *air units
    *land combat
    *naval combat
    *air missions

    I sugguest we do air units first
    this is one area we wanted to simplify right?


  • Convoy Raid
    Collect 1 less IPC from an Island in the Pacific Ocean for every enemy Submarine in the Island’s sea zone.
    The UK player collects 1 less IPC for each German Submarine or Destroyer in sea zones 7, 8, 11, and 12.
    The Allies receive 1 less Lend-Lease IPC for each German Submarine or Destroyer in sea zones 1,2, 3, 4,
    9 and 10. Damages in sea zone 3 and 4 can only be applied to USSR.

    Soviet Partisans
    The German player collects no IPC from original Soviet territories if they are not occupied by at least same
    number of land unit as territory income value.

    everything is fine except this above>

    1. The UK player collects 1 less IPC for each German Submarine or warship in sea zones 7, 8, 11, and 12.
      The Allies receive 1 less Lend-Lease IPC for each German Submarine or warship in sea zones 1,2, 3, 4,
      9 and 10.

    2. The German player collects no IPC from original Soviet territories if they are not occupied by at least one land unit .


  • 1a)
    our idea was to include submarines and surface raiders right?
    hence I didn’t include capital ships (larger and slower)

    to represent German “merchart raiders” we could include Transport instead of Destroyer
    then maybe for every German Submarine or Transport ?

    if its realistic to include capital ships (please describe)
    then maybe we won’t need to say submarines but just for every German naval unit (except Transport) ?

    1b)
    yes ok, it’ll be simpler

    yes ok, but as mentioned I think “1 land unit” won’t help USSR except in early game


  • 1a)
    our idea was to include submarines and surface raiders right?

    hence I didn’t include capital ships (larger and slower)

    to represent German “merchart raiders” we could include Transport instead of Destroyer
    then maybe for every German Submarine or Transport ?

    if its realistic to include capital ships (please describe)
    then maybe we won’t need to say submarines but just for every German naval unit (except Transport) ?

    yes every ship that can fight is a surface raider potentially. of course no transports.

    1b)
    yes ok, it’ll be simpler

    yes ok, but as mentioned I think “1 land unit” won’t help USSR except in early game

    Its a token bit of holding back for garrison duty. Germany wasted lots of resources protecting and finding enemies when they could be on the front lines , partially due to the resistance. This should include the balkans but it would be too harsh on the Italians who have basically nothing to start.


  • I’ve updated
    http://home.exetel.com.au/cometo/aarhe/20090120experimental.doc
    http://home.exetel.com.au/cometo/aarhe/20090120experimental.pdf

    Phase 4: Conduct Combat
    lets discuss air units and air missions first
    (land and naval combat sequence later)

    Air units
    in your 112508 file you no longer have AARHE’s
    a) land units hits can’t be allocated on enemy air units
    b) friendly air units in excess of friendly land units fight at combat value of 1
    yeah ok, its simpler and closer to OOB

    we just say air units hits must be allocated against air units first
    (hopefully a basic and consistent system across both land and naval combat)

    Dogfights
    you proposed these values
    fighter = 3
    bomber = 1
    I think fighter should be 2

    Anti-aircraft
    you proposed an auto kill 1 air unit for every 6 air units
    you also ask the player to do this lining up thing
    and that only one AA fire

    OOB is too powerful
    your proposal made it weaker, but OOB’s unlimited fire of AA gun remains
    your proposal lets defender choose casualty (albeit before dice) but this still allows bombers to never die, but this was the issue which resulted in Revised AA rules vs. Classic AA rules

    so I propose a simple rule, from some variant (world at war?)
    each AA gun fire against up to 3 air units
    still targetted
    still hit on a 1
    still $5

    Counter Air
    you proposed no no changes

    Strategic Bombing Raid
    you proposed defending air units fight at 2 and attacking escorts fight at 1, why?
    I proposed only the fighters dogfight

    you proposed attacker can’t bring more escorts than bombers, why?
    you proposed defender can’t use more air units then total attacking air units, why?
    I don’t think these limits are realistic, when enemy has a larger air force they should be able to hurt you

    Ground Interdiction
    your proposed rule’s refers to “combat reinforcements”
    AARHE doesn’t have combat reinforcements since a long while back
    we only have non-combat reinforcements


  • Phase 4: Conduct Combat
    lets discuss air units and air missions first
    (land and naval combat sequence later)

    Air units
    in your 112508 file you no longer have AARHE’s
    a) land units hits can’t be allocated on enemy air units
    b) friendly air units in excess of friendly land units fight at combat value of 1
    yeah ok, its simpler and closer to OOB

    yes more like OOB

    we just say air units hits must be allocated against air units first
    (hopefully a basic and consistent system across both land and naval combat)

    Dogfights
    you proposed these values
    fighter = 3
    bomber = 1
    I think fighter should be 2

    the values are already in the rules latter on in the file ( dogfight values)

    Anti-aircraft
    you proposed an auto kill 1 air unit for every 6 air units
    you also ask the player to do this lining up thing
    and that only one AA fire

    OOB is too powerful
    your proposal made it weaker, but OOB’s unlimited fire of AA gun remains
    your proposal lets defender choose casualty (albeit before dice) but this still allows bombers to never die, but this was the issue which resulted in Revised AA rules vs. Classic AA rules

    so I propose a simple rule, from some variant (world at war?)
    each AA gun fire against up to 3 air units
    still targetted
    still hit on a 1
    still $5

    OK then a cap of 3 rolls per AA gun, hit on one. fine.

    Counter Air
    you proposed no no changes

    Strategic Bombing Raid
    you proposed defending air units fight at 2 and attacking escorts fight at 1, why?
    I proposed only the fighters dogfight

    SBR raid is one round and dogfights can be multiple rounds. The pre SBR dogfight is not meant to chew up planes. SOI we just keep the OOB from AAE.

    you proposed attacker can’t bring more escorts than bombers, why?
    you proposed defender can’t use more air units then total attacking air units, why?
    I don’t think these limits are realistic, when enemy has a larger air force they should be able to hurt you

    It wipes out small nations and does not give them a chance to fight or use these strategies. I want the air combat to be not bloody as before.

    Ground Interdiction
    your proposed rule’s refers to “combat reinforcements”
    AARHE doesn’t have combat reinforcements since a long while back
    we only have non-combat reinforcements

    Yes this is stripped down. They must be adjacent in order to participate.

    The rules no longer have “NC reinforcements” but they do have strategic redeployment.

    Please in the future just copy and paste the exact wording of the new text we are covering at each phase like we were doing in the beginning. use only the file i provided that we were working from. Section by section. I dont know where your dealing with because some of the ideas you posted are in different places.


  • I’ve been on work trips

    yeah I could paste paragraphs from your 112508 file if you insist
    just didn’t want huge posts as you often seem so rushed

    Air units
    your text
    Land Combat: Air Units
    When both sides have air units present air units fight at air combat values. Aerial combat occurs and air units do not attack land units. Hits must be allocated on other air units before transport plane.

    yes more like OOB
    but keep AARHE’s rule of dogfight hits allocated on air units first right?

    proposed text
    Air Units
    When both sides have air units present air units fight at air combat values. The hits must be allocated on air units first. Fighters fight at 2 and bombers fight at 1.

    Dogfights
    your text
    Dogfights
    When planes fight in land battles they now are rolling against each other and allocating other air units as hits before land units can be hit. AS such they have different dogfight values as follows:
    Fighters: 3
    Fighter-Bomber: 2 ( optional unit)
    Bomber: 1
    Heavy Bomber: 2 (technology upgrade)
    Jet fighters: 4 (technology upgrade)

    the values I posted were what you had
    I am saying I think fighter should be @ 2 or it’ll be bloody
    no proposed text
    closing this heading as discussed, “air units” heading and “dogfight” heading combined into one small heading

    Antiaircraft
    your text
    Anti-Air
    Each starting factory comes with 1 AA gun and is rolled as follows: count the number of air units flying over and for every 6 air units allocate on hit by lining up the air units and the die roll destroys the unit in the sequence. If you have less than 6 air units, then follow the same procedure, except you need to roll the quantity of planes or less to score a hit. Example: Germany flies 3 fighters over London, so UK player needs to roll 3 or less to hit. Only one AA roll for all the air units.

    yep like OOB but just cap of 3 rolls per AA gun
    of course we keep the old AARHE rule of not shooting at over flying units

    proposed text
    Antiaircraft
    Air units are only subject to antiaircraft fire at the territory they are attacking. Roll one die against each attacking air unit. You may only roll up to 3 dice per Antiaircraft gun.

    Strategic Bombing Raid
    your text
    Strategic Bombing Run (SBR)
    Bomber may perform SBR against a hostile territory. During SBR attacks the defending player can bring in planes to fight against bombers defending at a 2. The attacker can bring in escorts to escort his bombers and they attack at 1. The maximum number of defending planes cannot exceed the total number of attacking air units including bombers. Only one round of air combat occurs prior to SBR rolls. The attacker can not bring in more escorts than bombers. Note: The AA gun rolls only against the bombers and not against the escorting fighters. The surviving bombers roll 1D6 which reduces the IPC of the player immediately.

    SBR raid is one round and dogfights can be multiple rounds. The pre SBR dogfight is not meant to chew up planes. SOI we just keep the OOB from AAE.

    hehe your system is not quite as simple as AAE/AAP
    the only bit you took from AAE/AAP is the 2 and 1 combat values

    lets stick closer
    and use AAP (because I prefer Antiaircraft to remain preemptive)

    the only thing is we use AARHE’s aircraft procedure
    (that way fighters can’t shield bombers from antiaircraft gun, funny but unrealistic…I guess AAE and AAP DID come out before AAR)

    proposed text
    Strategic Bombing Run (SBR)
    Bomber may perform SBR against any enemy territory. Attacker may send fighters as escorts. Defender may send fighters in the territory to defend. Resolve antiaircraft fire as normal and remove casualities. Defending fighters fight at 2. Attacking fighters fight at 1. Remove caualities. Each surviving bomber roll a die and territory income is reduced by that many IPCs during the next collect income phase.

    Counter Air (CA)
    I am still thining about this
    want simplicity, consistency

    Ground Interdiction
    I am still thinking about this
    want simplicity, consistency

    your proposed rule’s refers to “combat reinforcements”
    AARHE doesn’t have combat reinforcements since a long while back
    we only have non-combat reinforcements

    Yes this is stripped down. They must be adjacent in order to participate.
    The rules no longer have “NC reinforcements” but they do have strategic redeployment.

    the stripped down part I think you are referring to phase 3: “Air Reinforcement”
    Non-combat Reinforcement is in phase 5 and for land units

    yes I did notice your 112508 file did not have the “Reinforcement” rule in phase 5 and only had “Strategic Redeployment” (SR)
    SR has previously been an optional rule due to complexity
    I wouldn’t agree to have it as a standard rule in the current form, let your idea of putting in your unused movement point idea into SR

    regardless, in their current form SR is not a replacement for “Reinforcement” in phase 5
    Reinforcement addresses a very different issue
    it is due to defender retreat, making defending units under attack can move but untouched defending units may not…hence untouched defending units should be able to relocate

    we are not discussing combat sequence yet but I am just want to clarify my position on Reinforcement and Strategic Redeployment

    Air Missions overall heading
    your text
    Air Missions
    Each air unit can only perform one air mission per turn. It may not perform normal combat in the same turn. Air missions are declared with normal combat moves. Air missions are resolved before normal combats and before Defensive Air Support air units arrive.

    adjustment to AAE/AAP system as you wish
    defending air units cannot participate in normal combat

    proposed text
    Air Missions
    Each air unit can only perform one air mission per turn. Air units performing air missions and air units defending against air missions may not partcipate in other combat this turn. Defending air units may retreat if territory control is lost. Air missions are resolved before normal combats and before Air Reinforcement units arrive.


  • Air units
    your text
    Land Combat: Air Units
    When both sides have air units present air units fight at air combat values. Aerial combat occurs and air units do not attack land units. Hits must be allocated on other air units before transport plane.

    yes more like OOB
    but keep AARHE’s rule of dogfight hits allocated on air units first right?

    proposed text
    Air Units
    When both sides have air units present air units fight at air combat values. The hits must be allocated on air units first. Fighters fight at 2 and bombers fight at 1.

    ok good. ill go with that.

    Dogfights
    your text
    Dogfights
    When planes fight in land battles they now are rolling against each other and allocating other air units as hits before land units can be hit. AS such they have different dogfight values as follows:
    Fighters: 3
    Fighter-Bomber: 2 ( optional unit)
    Bomber: 1
    Heavy Bomber: 2 (technology upgrade)
    Jet fighters: 4 (technology upgrade)

    the values I posted were what you had
    I am saying I think fighter should be @ 2 or it’ll be bloody
    no proposed text
    closing this heading as discussed, “air units” heading and “dogfight” heading combined into one small heading

    ok fighters are at 2, but fighter bombers are at 1 now.

    Antiaircraft
    your text
    Anti-Air
    Each starting factory comes with 1 AA gun and is rolled as follows: count the number of air units flying over and for every 6 air units allocate on hit by lining up the air units and the die roll destroys the unit in the sequence. If you have less than 6 air units, then follow the same procedure, except you need to roll the quantity of planes or less to score a hit. Example: Germany flies 3 fighters over London, so UK player needs to roll 3 or less to hit. Only one AA roll for all the air units.

    yep like OOB but just cap of 3 rolls per AA gun
    of course we keep the old AARHE rule of not shooting at over flying units

    proposed text
    Antiaircraft
    Air units are only subject to antiaircraft fire at the territory they are attacking. Roll one die against each attacking air unit. You may only roll up to 3 dice per Antiaircraft gun.

    ok i agree. fine.

    Strategic Bombing Raid
    your text
    Strategic Bombing Run (SBR)
    Bomber may perform SBR against a hostile territory. During SBR attacks the defending player can bring in planes to fight against bombers defending at a 2. The attacker can bring in escorts to escort his bombers and they attack at 1. The maximum number of defending planes cannot exceed the total number of attacking air units including bombers. Only one round of air combat occurs prior to SBR rolls. The attacker can not bring in more escorts than bombers. Note: The AA gun rolls only against the bombers and not against the escorting fighters. The surviving bombers roll 1D6 which reduces the IPC of the player immediately.

    Quote
    SBR raid is one round and dogfights can be multiple rounds. The pre SBR dogfight is not meant to chew up planes. SOI we just keep the OOB from AAE.
    hehe your system is not quite as simple as AAE/AAP
    the only bit you took from AAE/AAP is the 2 and 1 combat values

    OK look at the example where a nation with 1 bomber wants to bomb and has just 1-2 fighters and the other side has 6 fighters…well you can see that the attackers mission will result in failure, which means that the poor nation cant use this strategy. I want anybody to use the SBR at any time regardless of their position. This is compensation for our own escort/ interceptor rules we now use.

    l

    proposed text
    Strategic Bombing Run (SBR)
    Bomber may perform SBR against any enemy territory. Attacker may send fighters as escorts. Defender may send fighters in the territory to defend. Resolve antiaircraft fire as normal and remove casualties. Defending fighters fight at 2. Attacking fighters fight at 1. Remove causalities. Each surviving bomber roll a die and territory income is reduced by that many IPCs during the next collect income phase.

    yes good.

    Counter Air (CA)
    I am still thining about this
    want simplicity, consistency

    Ground Interdiction
    I am still thinking about this
    want simplicity, consistency

    in the first case its like an SBR attack but with no bombers. your goal is to kill planes. Attacker at 1, defender at 2
    this is a good rule.

    In the second case adjacent fighters can assist an attacked territory. fighting at air combat values

    Quote
    your proposed rule’s refers to “combat reinforcements”
    AARHE doesn’t have combat reinforcements since a long while back
    we only have non-combat reinforcements
    Quote
    Yes this is stripped down. They must be adjacent in order to participate.
    The rules no longer have “NC reinforcements” but they do have strategic redeployment.
    the stripped down part I think you are referring to phase 3: “Air Reinforcement”
    Non-combat Reinforcement is in phase 5 and for land units

    yes I did notice your 112508 file did not have the “Reinforcement” rule in phase 5 and only had “Strategic Redeployment” (SR)
    SR has previously been an optional rule due to complexity
    I wouldn’t agree to have it as a standard rule in the current form, let your idea of putting in your unused movement point idea into SR.

    Its a great idea and its the only compensation left for the non- inclusion of the “armor moving one space, can use the second MP to retreat in NCM” we got rid of that idea because you felt is was too gamey, but this is a great idea.

    regardless, in their current form SR is not a replacement for “Reinforcement” in phase 5
    Reinforcement addresses a very different issue
    it is due to defender retreat, making defending units under attack can move but untouched defending units may not…hence untouched defending units should be able to relocate

    SR points can allocate units that just were in combat to allow the to retreat. SO thats the way we fit in the game the idea of greater movement. I am trying to fix the idea that the defender retreats and leaves the attacker exposed for counterattack.

    Air Missions overall heading
    your text
    Air Missions
    Each air unit can only perform one air mission per turn. It may not perform normal combat in the same turn. Air missions are declared with normal combat moves. Air missions are resolved before normal combats and before Defensive Air Support air units arrive.

    adjustment to AAE/AAP system as you wish
    defending air units cannot participate in normal combat

    except for adjacent defending air can assist in air defense.

    proposed text
    Air Missions
    Each air unit can only perform one air mission per turn. Air units performing air missions and air units defending against air missions may not participate in other combat this turn. Defending air units may retreat if territory control is lost. Air missions are resolved before normal combats and before Air Reinforcement units arrive.

    I am not clear on the last sentence. I think your saying the active player performs all air missions first, while some of these types of mission require the defender to make decisions, so its not a proper thing to say the passive player cant allocate his planes for defensive missions like Air reinforcement or SBR interceptions.


  • Air units - done

    Dogfights - removed, values listed under “Air Units”

    Antiaircraft - done

    Strategic Bombing Raid

    OK look at the example where a nation with 1 bomber wants to bomb and has just 1-2 fighters and the other side has 6 fighters…well you can see that the attackers mission will result in failure

    but thats the thing, realistically if your enemy has superior air force and you insist on bombing them…you are simply taking on great risks

    your option should be to hit the less guarded territories, or get rockets

    Counter Air

    in the first case its like an SBR attack but with no bombers. your goal is to kill planes. Attacker at 1, defender at 2
    this is a good rule.

    yeah no bombers because they are much slower
    and unlike SBR there are no bombers to protect
    so I think fighters of both side should be fighting at 2

    proposed text
    _Counter Air (CA)
    Fighter may perform CA against any enemy territory. Defender must send at least the same number of air units in the territory to defend. They may not perform Air Reinforcement this turn. Resolve antiaircraft fire as normal and remove casualties. Fighters fight at 2. Bombers fight at 1.

    Ground Interdiction
    your text
    Bomber may make an interdiction attack against land units in a hostile territory. You may bring other air units besides bomber as escorts. AA guns fire before this aerial combat. One cycle of aerial combat occurs between your air units and defending air units at dog fighting values. If a bomber survives it may roll for ground interdiction with die value equal to number of land units performing combat reinforcements now prevented from moving.

    In the second case adjacent fighters can assist an attacked territory. fighting at air combat values

    I was hoping to be consistent and consider Air Missions to be fast and not defendable by air units coming from Air Reinforcement

    maybe the rule doesn’t make sense and should be removed
    should it prevent non-combat reinforcement, or should it prevent retreat, or should it require total air superiority
    this kind of rule has only appeared in hex games anyway right?

    Air Missions
    Air missions are resolved before normal combats and before Air Reinforcement units arrive.

    I think your saying the active player performs all air missions first, while some of these types of mission require the defender to make decisions, so its not a proper thing to say the passive player cant allocate his planes for defensive missions like Air reinforcement or SBR interceptions.

    remember Air Reinforcement is not an air mission but a heading from phase 3: combat move
    it is a relocation of Air Units to adjacent territories
    so defending fighters coming from adjacent territories can assist in normal combats, but not air missions_

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