Quick Start:
This short guide allows you to play a game with a few of the most important ideas to get a taste of AARHE. Otherwise you are encouraged to use the actual rules starting on the next page.
Round Sequence
Game starts with a USSR turn. Thereafter all Axis players go together followed by all Allies players. Players do turn phases at their own speed but Conduct Combat must be done together.
Turn Sequence“Collect Income” phase is at the end of the turn. Collect your starting level of income during game setup.
“Collect Income” phase
Economic damage is applied to income during your next collect income phase. Damage is limited to territory value per game round.
“Purchase Units and Developments” phase
Infantry are built in victories cities. You may build infantry at Capital victory cities for 3 IPC each and at non-Capital victory cities for 4 IPC each.
==== what about the 2 IPC infantry?
“Combat Move” phase
Air units may use up to 50% of movement points to reach combat zone and up to 50% to retreat in non-combat. Naval units may remain in, but not move into, hostile sea zones without entering combat. UK and US player may not move units into or over original USSR territories.
“Conduct Combat” phase
Land units’ hits cannot be allocated on air units. Submarine hits cannot be allocated on submarine or air units. Anti-aircraft fires selectively in of all cycles of combat but rolls one die only. Attacker and defender may retreat at end of combat cycle regardless of the other side’s retreat decision. Attacker declares before defender. Defender may only retreat to adjacent friendly territory or sea zone. You must retreat if you only have air units remaining at the end of combat cycle.
“Non-combat Move” phase
Air units that didn’t move in combat move may use up to 50% of movement points to reach a friendly territory or sea zone and then up to 50% to reach the destination. These units gain 2 additional movement points. Bomber may transport 1 infantry, without the extra movement points.
“Mobilize New Units” phase
Battleship and aircraft carrier are deployed on next turn after purchase.
i think the bold changes fair better. This quickstart is too “quick” it needs to be like 3-5 pages and explain combat better and ID rolls, and such… too many thing are left out IMO> and it wont help anybody play it correctly.