If there’s an Axis & Allies game that needs solid house rules… it’s definitely 1914.
AARHE: Rule files
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Land Movement (new rule) -
I am happy to make a rule for your “fight to death” thing
the “fight to death” rule is simple, no more retreat by either side from next cycle onwardsnothing to do with movement points
using unused movement point to retreat is ridiculous!OK you are saying the option to retreat for both sides is only on the first round?
combat move is travelling to raceway
conduct combat cycle is the race
non-combat move is going home
fuel used during the race, making aggressive maneuvers is not the same scale as cruising
you refuel many times during a battle or operationI dont see what your saying with this example.
OOB: Attacker can’t retreat if defender wiped. Defender can’t retreat.
AARHE: Attacker can retreat. Defender can retreat.new: Attacker can retreat. Defender can retreat. No retreat from next combat cycle if fighting to death.
ok so the defender declares this? then the attacker can decide 1) to continue, 2) to retreat completely, 3) to retreat partially?
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Land units with unused movement point you can use it to retreat, reinforce a territory just attacked, or attack again a new territory.
wait I saw that
I am only here to make a rule for your “fight to death” thing
I am not making a reinforce or attack another territory thing, I’ve already said thats way too complicated
because it required a simultaneous combat system to be relevant, otherwise realism goes down not up)these few weeks we are simplifying AARHE
this is not about removing the rules you don’t like and adding complexity to the rules you like
all rules get simplified or moved into optionallets see what the proposed text is on this from the above remarks…
Air Movement - done
Airborne Drop (optional) - actually that was a typo
I meant to say I think bombers carrying airborne should attack at 0 in the first cycle
but doesn’t matter we can keep it simplenaw keep it the same as in AA50. Its easy to remember. These turns are like 6 months
Naval Movement - ok you get us something on this later
I just don’t see it your way regarding escorted and unescorted transports running through enemy submarines
don’t want to introduce a joke while fixing OOBok ok my intention was to make something slightly different than AA50, allowing for a few transports to get thru the sub blockade. I guess we can just have each sub getting one roll and if suceeds one transport is gone, rest get thru the picket line of subs.
Naval Units Co-occupation - done
Submarine Movement - done
Air Reinforcement - done
Strait Interdiction - done
Canal - done
Terrain - done
Stalinst Xenophobia -
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I support historic realism based rules, not historic replay based rules
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well this is realistic. The Soviets did this in 1945 and they never entered China before that point.
no thats historic replay talk againthe Soviets had a choice, our rule can model why to encourage an outcome, it must not enforce historic replay otherwise you destroy the game
OK so what do you propose?
[qutoe]IN phase 1 or 2 tanks cant blitz in mountain territories so we already solved this
that was to model terrain and discourage Japan from using tanks to Moscow
not Russia can’t help defend China we are back to square oneIf tanks only move one space in Russia, then the proposed new Soviet rules for China and limitations on its occupation of Chinese territories is not required.
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*China and Sinkiang goes to Soviet control when Soviet troops enter them
*US/UK held territories goes to Soviet control if Soviet has more land units then them
*for Axis to collects IPC from China, Manchuria, Kwangtung, and Sinkiang they need the same number of land units occupying
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way too complicated: isn’t more simple to say: “the Soviets can only liberate axis controlled territories and if they do this they keep the IPC ( it does not go to the original owning player)”
that are realism based alternatives, you only use ONE of them to replace “Soviet can’t enter China”
for related to Soviet capture of original Allied territories, thats done alreadyconsider the Soviets the Barbarians who have little respect for national sovereignty. They have their own designs of Soviet domination in post war Europe and Pacific and are grabbing what they can in spite of international law. They see their role as the ultimate blood let and sacrifice of human beings to win the war and they feel that they deserve whatever they can grab. This is their foreign policy and its not very accommodating to western values, because the western nations didn’t pay for their victory in blood, rather they rided the back of Soviet victories which determined the war. This is the prism of how you look at modeling these rules for China. China was a land grab, but the Soviets didnt just go in and push out the Chinese, but did take out the japanese
Rome-Berlin-Tokyo Axis Co-operation - done
Soviet Winter (scenario rule) - later
Soviet Partisans (a new rule) - done
Soviet Factories (a new rule) -
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~once-off~ rules like this is sort of a a waste of writing space and reader attention span
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yes once per game per factory, we dont want the Russians moving the same factory all over the place like a mobile unit creation platform.
optional rules I can understand, but I would avoid once-off rules like this for the main rules
maybe there is a way
do you want the player to be able to build this turn at the IC’s old location? new location?no this is a unique situation some national based modeling is required especially for the fact that the Soviets cant share spaces with the Allies. They need not optional rules they need standard rules to make it balanced. The Soviets with just 12 IPC a turn are not strong enough in Revised unless they have the Partisans and moving factory rules.
also, following the simplication of tech
we should deal with factory destruction and factory movement (Soviet only) in one phase of the turn sequence not two
do you think we should “declare + perform” in phase 2 purchase or phase 6 mobilize?we don’t need any clarification of this. The Soviets can move the factory during placement phase of their turn, no need to add any weird rules. My printed rules ( from the file) are perfectly clear on this. We dont need this mumbo-jumbo… “declare, mobilize, perform” professorial text either.
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Land Movement (new rule) -
OK you are saying the option to retreat for both sides is only on the first round?
close
on the first combat cycle both sides are free to retreat
during the retreat step of any combat cycle either side can declare “fight to death” and from next cycle onwards there are no further retreatsI dont see what your saying with this example.
I am using that example as a reason why ability to retreat is not related to movement points
ok so the defender declares this? then the attacker can decide 1) to continue, 2) to retreat completely, 3) to retreat partially?
no both sides can declare this during the retreat step of the combat cycle
but recall in AARHE defender declare intentions first in the retreat stepto me it is important both sides has this ability
because in the game a territory is not one city but a large regionlets see what the proposed text is on this from the above remarks…
Phase 4: Conduct Combat
Land Combat
Press Attack or Withdraw
During the Press Attack or Withdraw step the defender declares intentions before attacker. You may retreat completely or partially. You may also declare “fight to death”, where no further retreats are allowed by either side in this combat from the next cycle.Air Movement - done
Airborne Drop (optional) - done
Naval Movement -
tekky: I wait for stronger reasoning from you
IL: ill get you something tomorrow on this.
tekkyy: ok you get us something on this later
IL: ok ok my intention was to make something slightly different than AA50, allowing for a few transports to get thru the sub blockade. I guess we can just have each sub getting one roll and if suceeds one transport is gone, rest get thru the picket line of subs.no need to restate your proposed rule
I find the escorted vs unescorted exception unrealistic
you said you’ll get something to backup it upif you can’t than we shouldn’t make the exception
leaving an unrealistic OOB rule uncorrected is bad, but making an unrealistic rule is worseAA50’s rule models that submarines are slow hence all surface naval units can run through
your rule models that transports are slowNaval Units Co-occupation - done
Submarine Movement - done
Air Reinforcement - done
Strait Interdiction - done
Canal - done
Terrain - done
Stalinst Xenophobia -
OK so what do you propose?
an optional rule to model the reason why Russia didn’t
the rule is used to discourages Soviet from entering China until it is strategic for Allies to do so
you should recall I’ve proposed a few already*Chinese territories goes to Soviet control if more Soviet troops than US/UK
*Chinese territories income goes to zero if more than one player have troops thereIf tanks only move one space in Russia, then the proposed new Soviet rules for China and limitations on its occupation of Chinese territories is not required.
well than maybe we don’t need the China rule after all
tanks move one space in “snowy” territories
eg. Yak, Bur, Sfe
tanks move on space in “mountainous” territories
eg. Sin, ChiRome-Berlin-Tokyo Axis Co-operation - done
Soviet Winter (scenario rule) - later
Soviet Partisans (a new rule) - done
Soviet Factories (a new rule) -
you misunderstood
I am not saying make Soviet Factories optional
I am trying to remove the one-off aspect of the rule (less accounting for players, less waste of document space)hence I asked where you want the player do be able to mobilise this turn? at the new location or old location?
I propose you can mobilise at old location, and then you can move factories at the end of mobilise phase
this way we can remove the one-off aspect of once per game limit, help Russia more times, yet not over poweringwe should deal with factory destruction and factory movement (Soviet only) in one phase of the turn sequence not two
we don’t need any clarification of this. The Soviets can move the factory during placement phase of their turn, no need to add any weird rules. My printed rules ( from the file) are perfectly clear on this.
hmm, you seem to be claiming credit for our discussion
the proposed file you posted only had one sentence for this rule
and it was written under Phase 3: Combat-move !anyway doesn’t matter
what matter now is that we both agree this rule is in Phase 6: Mobilizedo you think we should “declare + perform” in phase 2 purchase or phase 6 mobilize?
We dont need this mumbo-jumbo… “declare, mobilize, perform” professorial text either.
don’t worry, when I said “declare + perform” that was not a proposal text
I just wanted you to know what I mean
so far so good, in this round of discussion we got rid of some span-across-phase aspects
(1. tech dice 2. destroying factories 3. moving soviet factories) -
Land Movement (new rule) -
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OK you are saying the option to retreat for both sides is only on the first round?
close
on the first combat cycle both sides are free to retreat
during the retreat step of any combat cycle either side can declare “fight to death” and from next cycle onwards there are no further retreatsno thats not good, we don’t want the possibility of the attacker being thwarted by the defender retreating before combat.
New idea: during each active players turn, his land forces may make a number of free moves:
all land units may move one space even if they already moved up to a fixed value of current placements.
so if the Soviets can place up to 11 units with all her factories, then she can move that many one extra space.
Germany has one factory so its value is 10.
UK is 8
so on.
Factories represent extensive industrial buildup which includes transportation improvements ( rail and better roads) due to its implied ability to move the products in an efficient manner.
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ok so the defender declares this? then the attacker can decide 1) to continue, 2) to retreat completely, 3) to retreat partially?
no both sides can declare this during the retreat step of the combat cycle
but recall in AARHE defender declare intentions first in the retreat stepunder that system the attack was always mandated for at least one turn.
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Naval Movement -
tekky: I wait for stronger reasoning from you
IL: ill get you something tomorrow on this.
tekkyy: ok you get us something on this later
IL: ok ok my intention was to make something slightly different than AA50, allowing for a few transports to get thru the sub blockade. I guess we can just have each sub getting one roll and if suceeds one transport is gone, rest get thru the picket line of subs.no need to restate your proposed rule
I find the escorted vs unescorted exception unrealistic
you said you’ll get something to backup it upworking on it.
Stalinst Xenophobia -
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OK so what do you propose?
an optional rule to model the reason why Russia didn’t
the rule is used to discourages Soviet from entering China until it is strategic for Allies to do so
you should recall I’ve proposed a few already*Chinese territories goes to Soviet control if more Soviet troops than US/UK
*Chinese territories income goes to zero if more than one player have troops therethis is too gamey.
no allies allowed in China
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.
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If tanks only move one space in Russia, then the proposed new Soviet rules for China and limitations on its occupation of Chinese territories is not required.
well than maybe we don’t need the China rule after alltanks move one space in “snowy” territories
eg. Yak, Bur, Sfe
tanks move on space in “mountainous” territories
eg. Sin, ChiSoviet Winter (scenario rule) - later
Soviet Factories (a new rule) -
you misunderstood
I am not saying make Soviet Factories optional
I am trying to remove the one-off aspect of the rule (less accounting for players, less waste of document space)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 poweringThe 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.
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do you think we should “declare + perform” in phase 2 purchase or phase 6 mobilize?
We dont need this mumbo-jumbo… “declare, mobilize, perform” professorial text either.
don’t worry, when I said “declare + perform” that was not a proposal text
I just wanted you to know what I mean
so far so good, in this round of discussion we got rid of some span-across-phase aspects
(1. tech dice 2. destroying factories 3. moving soviet factories)see above post. it should be clear where and when these actions take place.
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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 RedeploymentNaval 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 welcomedNo 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 Chinaafter 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 rulesRussia 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 choiceI 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 EastSoviet 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 poweringThe 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 ruleI 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) -
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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
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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.
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but recall in AARHE defender declare intentions first in the retreat step
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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)
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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 Redeploymentok 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 -
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working on it.
okStalinst Xenophobia -
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*Chinese territories goes to Soviet control if more Soviet troops than US/UK
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this is too gamey.
ok…
constructive inputs welcomedQuote
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 Chinawell 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 rulesyes 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 choiceMongolia 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 Eastyes i guess its a push out for both ideas.
Soviet Factories (a new rule) -
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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
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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 rulethey 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.
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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 includedSoviet 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: purchaseI 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 -
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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) -
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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 includedok ok
Soviet Factories (a new rule) -
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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: purchaseok then what is the new scripting on this?
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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 turnWell 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>>?
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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 AARHEyou 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 combatreasoning 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 turnPhase 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. -
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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
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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) -
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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 combatreasoning 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 turnwe 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."
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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 funnyRetreat (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 longthe 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 momentyes 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 pointspartial 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 unitsfrom 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 BNaval 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 transportsSoviet 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 Advantagethis 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 turnanyway 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 funnyRetreat (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 longthe 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 momentThey 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 unitsunder 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 Bi 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 transportsi 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 Advantage4.1 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 territoriesyes 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 turneach 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 rulemoving 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.
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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 combatlast 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 retreatNaval 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% safeNaval 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 remembermoving 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 turnSoviet 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 combatok 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 retreatok 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% safeyes 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 rememberQuote
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 turnSoviet 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:
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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 cycleok 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 comesSubmarine 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
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our discussion involved actual scripts
but check anyway to see if we understood each other correctlyhttp://home.exetel.com.au/cometo/aarhe/20090119experimental.doc
http://home.exetel.com.au/cometo/aarhe/20090119experimental.pdfunder 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 missionsI 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>
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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. -
The German player collects no IPC from original Soviet territories if they are not occupied by at least one land unit .
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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 simpleryes ok, but as mentioned I think “1 land unit” won’t help USSR except in early game
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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 simpleryes 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.
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I’ve updated
http://home.exetel.com.au/cometo/aarhe/20090120experimental.doc
http://home.exetel.com.au/cometo/aarhe/20090120experimental.pdfPhase 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 OOBwe 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 2Anti-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 fireOOB 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 rulesso 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 $5Counter Air
you proposed no no changesStrategic Bombing Raid
you proposed defending air units fight at 2 and attacking escorts fight at 1, why?
I proposed only the fighters dogfightyou 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 youGround 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 OOByes 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 2the 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 fireOOB 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 rulesso 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 $5OK then a cap of 3 rolls per AA gun, hit on one. fine.
Counter Air
you proposed no no changesStrategic Bombing Raid
you proposed defending air units fight at 2 and attacking escorts fight at 1, why?
I proposed only the fighters dogfightSBR 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 youIt 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 reinforcementsYes 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.