@sergio here is the lite version of AARHE 4.0
AARHE 1939 map and rule files
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@Imperious:
The rules file has grammar issues, run on sentences, misspelled words.
when I have time I’ll print it out and go through it slowly
Also where did the oil rules go?
thats 1939
recall the decide was want to minimize the length and leave as much of 1939 and 1942 as possible to the map rules fileThe NA’s need separate bold heading for names.
ok
and I just noticed we have Superfortress immune to Anti-AirThe techs got one thats stuck with another.
I found it
A number of confusing rules. Everything should be readable one time.
Case by case points:
first page Id lake the Version and released info in white so it shows up.
ok
page 7 need sequence for 1939 version
thats in 1939 rules
page 10 IPC not spent nor saved is forfeited… what does this mean?
it is lost and removed from the game
IPC path– you need to explain what a closed canal/ straight is ( reference by page #)
“closed” is as is LHTR
inserting cross reference to strait interdictionConvoy sea zone reverse last two sentences (you roll first and apply result latter)
ok
Page 14 naval transport. So does this allow friendly naval transport during NCM?
yes, that is not changed
Page 15 what does relocate 50% of land units mean?
recall you did not like all land units in a territory to be able to reinforce an adjacent friendly territory
hence we limit it to 50%
I should use the word move instead since its used throughout the paragraphpage 16 Interdiction–- Roll 1 die against each unit destroying it on its hit value? explain differently
lets change it to
Roll 1 die against each unit destroying it on success roll.page 17–- excess air units fight with normal combat values -2 . explain?
you wanted to remove air-only attack against land units
I wanted to keep it as I thought its too arbitrary to remove itso to model it better we let air only attack against land units but they would be as effective (hiding in bunkers etc)
anti-air ID rolls need to be placed with ID section. Its like reading chapter 1 now and chapter 2 latter
what do you mean by ID section? like units?
this happens in Conduct Combat phase so I put it in Conduct Combat phasePage 18 the attacker can retreat even if the defender was destroyed? thats not correct.
hm, we had this for a long time
the realism is simple straight forwardyou don’t suddenly lose the ability to retreat just because you destroyed the enemy
if you can retreat when the enemy is harassing you
you can retreat when th enemy is notof course, to capture the territory you must have an least one land unit behind
page 21 naval combat–- if only one side has naval units the other side must retreat? what is this?
yes actually it can removed
it has no effect
we already stated about carrier capacityattacker retreat–- this is allowed even if defender has no units left?
yes same reason as land combat
page 24 Naval combat Amp a**–- however units that break off you may not continue amp assault? doe snot make sense.
if the defender runs attacker can offload
if the attacker runs then they abort the landingI reword to this
Defender retreat via break-off and submerged submarines do not prevent the land combat portion of an amphibious assault. However attacker retreat via break-off aborts the amphibious assault.air missions–- each air unit can perform only one mission as the active player and one as the passive player ( DAS)
planes doing DAS can also perform other missions and thats not clear.which version is that?
my file words it as
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.
we refrain from letting units fight in more than one space or doing thing to cause a complex timeline to resolve
but anything is open to discussion
in the end we reduced the bomber cost to 14 IPC insteadSBR –- reference that the SR is an optional rule and reference page number.
yes will do
Page 25 what is the maximum damage for territories with a factory?
territory value
you must be referring to the difference of SBR on territories with IC and no ICbut I realise is not correct terminology
since excess damage is applied to saved IPC at that territoryso reword like this…
Economic attacks (SBR and rocket strikes) reduce a territory’s income at its next “Collect Income” phase and not reducing below zero. Excess hits are applied to saved IPC in that territory. SBR attacks are allowed on territories without an Industrial Complex. The maximum reduction to its next “Collect Income” phase is half of territory’s income value rounded down.
page 28 deployment–- airborne units are mobilized at capital victory city…do we need the 2 VCP part?
its to make it harder to raise then normal infantry
page 30 Rocket tech is stuck with Hvy bomber
yep got it
self propelled–-- i think we had some other value for this… for 5 ipc who would buy one? I thought we gave them a if they roll a one they select the unit they kill?
what we did give it was ability to participate one territory away
but that was found unrealisticit still has its value
INF 3 IPC
ART 4 IPC
ARM 5 IPC
SPA 5 IPCINF + ART = 7 IPC for 4 punch, 2 punch after 1 hit
INF + SPA = 8 IPC for 5 punch, 3 punch after 1 hit
INF + ARM = 8 IPC for 4 punch, 3 punch after 1 hitthey also move at 2 like tanks, so you can reinforce quickly
atomic bomb should be spaced away from that box
ok
page 37 check the neutrals for inconsistencies from the new set up sheets
I believe there are consistent with the map
there are no setup sheets for standard map
the 1939 setup is not includedpage 38-54 bold headings and separation of NA titles.
will do
on page 37 replace AP for TR people don’t know about AP even though its the correct title.
thats left over from previous abreviations regime
I’ll get rid of itthe word Soviet Union is misspelled with a Unionm but i forgot where i saw it.
found it, it was in diplomacy
http://home.exetel.com.au/cometo/20080215_AARHE.pdf
http://home.exetel.com.au/cometo/20080215_AARHE_clear.pdf -
@Imperious:
Not Finland and archangel. everything else is good.
If you want to add Iwo Jima (Bonin Islands) thats fine too.
Midway to sz69
Caroline Islands not small
you already have Iwo Jima and already marked smallsetup icons to setup icons layer
sea zone number and lines to sea zone layer
blue background to background layerso only one map file needed from now on
2008-02-15
http://www.mediafire.com/?e1xmghigxzz -
so what are the final links to this map and can it be opened by anything other than adobe illustrator?
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Tekkyy will provide these . WE are doing a final comb thru. I have played the game twice and its awesome. Now its grammar to finish up.
Map still has things. I will redo South America and make it look better.
Also TekkyY:
where is following:
Oil rules
Rules for Maginot/Siegfried lineI have new pictures showing progression of game. It plays VERY historical almost scary. WE got to spring 1942 and the map looked nearly exactly like AA Revised OOB set up ( no kidding) it was weird.
The set up needs another 1-2 UK infantry in Africa. UK needs perhaps one less destroyer ( not clear) USA needs one more ship ( destroyer or sub) to block southern or central approach to its Carrier. everything else is perfect 100% .
My god we really did this very much on target and not much work needs to be done. Of course a 1942/43 set up for 1939 map is forthcoming.
The naval combat is very fair. in two games only lost one plane to AA rolls ( ID) thats accurate.
Also, need one thing not sure where to add. You are not allowed to take off the free hits off your two hit wonders beyond the first time you do that.
Example: you got 2 BB and 1 DD, you allocate 2 hits, but instead of two free BB hits, you allowed one free BB hit and the other must either be that SAME BB or the DD. you cant do that cheap trick 2 BB hits retreat and immediately repair.
Also, where is the rule about the Italian navy not leaving the Medd unless they take Gibraltar and where is the rule that the allies cant enter the Baltic unless they own Norway and Germany?
I will respond to your comments on your post tomorrow. need sleep.
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so what are the final links to this map and can it be opened by anything other than adobe illustrator?
over time I provide 72dpi PNG exports
and occasionally 300dpi PNG exports (which takes 30 minutes having to import it into photoshop)the illustrator files should be viewable by acrobat reader
sometimes it doesn’t display properly I think its working alright this time -
@Imperious:
Map still has things. I will redo South America and make it look better.
ok do that with the file I uploaded
its got all the layers
changing shall be easyOil rules
Rules for Maginot/Siegfried linesee 1939 rules file
under Fortresses and Oil Centerslatest file (no changes since last posted)
http://home.exetel.com.au/cometo/20080214_AARHE_1939.docafter you make new setups you can do a final update the setup tables at the end of the file
trans-jordan was added back in yetAlso, need one thing not sure where to add. You are not allowed to take off the free hits off your two hit wonders beyond the first time you do that.
in the main rules file
I’ll add it under hit allocationAlso, where is the rule about the Italian navy not leaving the Medd unless they take Gibraltar
see 1939 rules
under Italyand where is the rule that the allies cant enter the Baltic unless they own Norway and Germany?
no it wasn’t norway
control of passable is completely in territory Germany (ie. DenmarK)in the standard map I’ve drew in canal icons
as it is exactly OOB canal rule so I didn’t explicitly mention it as a new rule -
so what are the final links to this map and can it be opened by anything other than adobe illustrator?
over time I provide 72dpi PNG exports
and occasionally 300dpi PNG exports (which takes 30 minutes having to import it into photoshop)the illustrator files should be viewable by acrobat reader
sometimes it doesn’t display properly I think its working alright this timesorry i’m a bit of a newb, what do you mean by 72dpi PNG or 300dpi PNG exports?
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its a picture format
JPEG is good for photos
PNG is good for artworks2008-02-15 PNG with setup
http://www.mediafire.com/?fmylxwh4hcx2008-02-15 PNG with no setup
http://www.mediafire.com/?cxv4bnvzmmwnote Imperious Leader has been doing playtesting and is about to make a few changes to unit setup
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oh my god, that’s amazing. i like the important step of recognizing china as an independent force. italy’s good too, but really, as long as it’s historically accurate they will suck. i can only imagine how many hours were put into this, first rate stuff. i’m really excited by the stuff i’m finding on this site, namiely this and the axis and allies europe board i found in the forum.
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People like you are why we are doing this service for others. This game must live on for many years because its meat and potatoes to counterweight the Euro/Fantasy/RPG trash out now.
control of passable is completely in territory Germany (ie. Denmark)
This sentence make no sence to me. What are you saying? The rule should say not passable unless control of Germany by Allies. Denmark was the straight that blocked things.
Also the 1939 file needs to be issued as Appendix in back of our rules.
Also, the page numbers are moving around. They need to be in one place preferably in bottom right hand corner.
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The NA’s need separate bold heading for names.
ok
and I just noticed we have Superfortress immune to Anti-AirAhh only jet planes (or bombers immune to AA. Also make the German NA for Long range bomber immune to this)
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page 10 IPC not spent nor saved is forfeited… what does this mean?
it is lost and removed from the gameSo that means you cant save money? thats not correct. You can save.
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Page 14 naval transport. So does this allow friendly naval transport during NCM?
yes, that is not changedIt should mention that so to avoid confusion.
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Page 15 what does relocate 50% of land units mean?
recall you did not like all land units in a territory to be able to reinforce an adjacent friendly territory
hence we limit it to 50%
I should use the word move instead since its used throughout the paragraphOk where did this 50% thing come from? I don’t remember anything on this. So its saying you cannot bring in more than 1/2 of the currently attacked pieces to reinforce for combat?
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page 17–- excess air units fight with normal combat values -2 . explain?
you wanted to remove air-only attack against land units
I wanted to keep it as I thought its too arbitrary to remove itso to model it better we let air only attack against land units but they would be as effective (hiding in bunkers etc)
OK but the rule as its written should be a complete sentence. “Excess air units than land units used in combat allocations receive a modifier of -2.”
I think this rule itself as a remedy is worse than the problem its supposed to cure. Its even more arbitrary. Whats basically going on is the front line units cant possibly be supported by more support units.
Perhaps lets do this. When the attacker brings in more air units than he is attacking on land, the defender has the opportunity to retreat BEFORE the start of combat. This would be that hes not really being engaged by anything but a token force, so he can shrug it off and not commit himself to combat. That allows the opportunity for each side to take it or leave it.
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anti-air ID rolls need to be placed with ID section. Its like reading chapter 1 now and chapter 2 latter
what do you mean by ID section? like units?
this happens in Conduct Combat phase so I put it in Conduct Combat phaseYes but its like getting parts of the same rule piecemeal. it should be together explained one time so its easy to locate for clarification.
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Page 18 the attacker can retreat even if the defender was destroyed? thats not correct.
hm, we had this for a long time
the realism is simple straight forwardI think the rule was If those units have movement points left over ( say armor moved only one) then it can move back. Otherwise their is not any risk ever, anybody can play keep away. The real war was never fought where you attack something and destroy the enemy and not even bother to seize the field of battle. Its too skiddish.
you don’t suddenly lose the ability to retreat just because you destroyed the enemy
if you can retreat when the enemy is harassing you
you can retreat when th enemy is notThe idea of retreat is only when you suffer loses too great to continue. When you kill the enemy your fighting in the territory. Retreat after victory makes no historical value in this.
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page 21 naval combat–- if only one side has naval units the other side must retreat? what is this?
yes actually it can removed
it has no effect
we already stated about carrier capacityIt does not need to be said if you dead you have nothing to retreat. If it only applies to planes in sea zones, then just say that because people read this and ask what is he saying?
“Remaining carrier based planes left after their carrier is sunk must use their last remaining movement points to find another landing spot.”
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attacker retreat–- this is allowed even if defender has no units left?
yes same reason as land combatPeople are scratching their head on this. Leave this out. If you dead you cant retreat you are dead. Retreat only means 'IF YOU HAVE SHIPS LEFT TO RETREAT" Again if your tasking about planes just say the answer for the item above.
I reword to this
Defender retreat via break-off and submerged submarines do not prevent the land combat portion of an amphibious assault. However attacker retreat via break-off aborts the amphibious assault.ok this is good.
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air missions–- each air unit can perform only one mission as the active player and one as the passive player ( DAS)
planes doing DAS can also perform other missions and thats not clear.
which version is that?
my file words it as
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.
we refrain from letting units fight in more than one space or doing thing to cause a complex timeline to resolve
but anything is open to discussion
in the end we reduced the bomber cost to 14 IPC insteadIt must be clear that people dont think they cant use DAS as the passive player and on their own turn also perform air missions. These are more than one mission on a turn : one as defender one as attacker.
The bomber thing was to make them more attractive.
so reword like this…
Economic attacks (SBR and rocket strikes) reduce a territory’s income at its next “Collect Income” phase and not reducing below zero. Excess hits are applied to saved IPC in that territory. SBR attacks are allowed on territories without an Industrial Complex. The maximum reduction to its next “Collect Income” phase is half of territory’s income value rounded down.
Its needs to say what is the effect of SBR in BOTH cases with IC and w/o IC that is not clear. Your only taking about w/o an IC currently.
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page 28 deployment–- airborne units are mobilized at capital victory city…do we need the 2 VCP part?
its to make it harder to raise then normal infantryIt needs to say at 2 VCP or higher. Otherwise people think you can only build them at 2 VCP. It has to make sense to everybody not just us.
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self propelled–-- i think we had some other value for this… for 5 ipc who would buy one? I thought we gave them a if they roll a one they select the unit they kill?
what we did give it was ability to participate one territory away
but that was found unrealisticit still has its value
INF 3 IPC
ART 4 IPC
ARM 5 IPC
SPA 5 IPCWhy would anybody but it. its a 3/2 unit for 5 IPC and a Tank is 3/3 for 5 IPC. What the heck?
These are both heavy artillery and mobile artillery ( katyuskas, tank destroyers) Thats why perhaps the thing should be able to kill target of choice on roll of one.
INF + SPA = 8 IPC for 5 punch, 3 punch after 1 hit
INF + ARM = 8 IPC for 4 punch, 3 punch after 1 hitPlease explain this? SPA defends at 2 Tanks defend at 3 thats the only difference in stats.
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page 37 check the neutrals for inconsistencies from the new set up sheets
I believe there are consistent with the map
there are no setup sheets for standard map
the 1939 setup is not includedIts almost ready we need to add it to the file. then prepare a 42 setup.
Ok good for now. till 24 hours and you know what happens then…
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Good work
The orange circle with a number is useless
Make the city bigger, and put the number in it, looks better
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This sentence make no sence to me. What are you saying? The rule should say not passable unless control of Germany by Allies. Denmark was the straight that blocked things.
I meant “passage” instead of “passable”
control of passage is completely determined by friendly control of territory Germany
because its exactly the same as OOB canal rule and I didn’t bother making yet naother rule
just draw in the red control symbol like OOBAhh only jet planes (or bombers immune to AA. Also make the German NA for Long range bomber immune to this)
ok no immunity for Superfortress
immunity for Jet fighter and bombers
Amerika Bomber NA is already immune to AASo that means you cant save money? thats not correct. You can save.
you can save
it says IPC not spent nor saved is forfeitedIt should mention that so to avoid confusion.
I didn’t feel it would lead to confusion
I felt this is “Combat Move” so you shouldn’t talk about “Non-combat Move”how about I change it to
Units loaded in Combat Move must be offloaded in Combat Move same turn. Besides an amphibious assault you may also offload into friendly territories.Ok where did this 50% thing come from? I don’t remember anything on this. So its saying you cannot bring in more than 1/2 of the currently attacked pieces to reinforce for combat?
at one stage you were against reinforces and I proposed 50%
before the colour version we didn’t have the limitthe 50% rule is independent of whether you are being attacked
this about not all forces are deployed as rapid response forcebut we can remove that if you want
Its even more arbitrary.
why is it arbitrary?
so you attack with 2 tanks + 3 fighters
1 fighter would fight at -2 modifier
I think it good in that it considers the proportions (1-to-1)
not allowing air only attack on land units would be arbitraryor if you want then forget 1-to-1 make it only apply only when have no land units
When the attacker brings in more air units than he is attacking on land, the defender has the opportunity to retreat BEFORE the start of combat. This would be that hes not really being engaged by anything but a token force, so he can shrug it off and not commit himself to combat. That allows the opportunity for each side to take it or leave it.
this rule would be weird
just because attacker has a lot of air force somehow its lets the defender retreat?what you are thinking (regarding token attack force) is actually ALREADY in place
if you attack a large defending force of 10 units with a small attacking force of 5 units, much of the large defending force (10 - 5 = 5 units) can relocate via “land reinforcement” and is not committed to fight
remember the reinforcement rule is defender response and is not about reinforcing a particular battle
Yes but its like getting parts of the same rule piecemeal. it should be together explained one time so its easy to locate for clarification.
its not parts of the same rule
conduct combat aspects of the ID unit is mentioned ONLY in “Conduct Combat”the overall system at the moment is to mention particular aspects in the relevant game phase
explaining aspects of one unit in different game phases in one place might be easier to locate all information about one unit
but you would not be reading it where you should be reading itimage applying what you said to air units in general
there’ll be lots of cross-referencing required through the bookI think the rule was If those units have movement points left over ( say armor moved only one) then it can move back.
well attacker retreat is allowed
it doesn’t question whether you have movement points left over
and rolling over unused “Combat Move” movement points into “Non-Combat Move” is exactly what we don’t allow
like our air movement systemOtherwise their is not any risk ever, anybody can play keep away. The real war was never fought where you attack something and destroy the enemy and not even bother to seize the field of battle. Its too skiddish.
The idea of retreat is only when you suffer loses too great to continue. When you kill the enemy your fighting in the territory. Retreat after victory makes no historical value in this.
no you wouldn’t retreat completely
you would leave something behind to capture the territorybut the OOB model is not nice
it doesn’t make sense that you suddenly lose the ability to retreat because the enemy was killedfor a tactical level game with very short turns (like one combat cycle or one movement point but not both) than maybe
it has valueif you think its a problem with not being historical, think why and fix it at the relevant place
this model is correct
so don’t destroy it just because the end result isn’t rightthe relevant place is probably to do with how many units are needed to capture a territory
it was mentioned in the past but wasn’t implementedIt does not need to be said if you dead you have nothing to retreat. If it only applies to planes in sea zones, then just say that because people read this and ask what is he saying?
“Remaining carrier based planes left after their carrier is sunk must use their last remaining movement points to find another landing spot.”People are scratching their head on this. Leave this out. If you dead you cant retreat you are dead. Retreat only means 'IF YOU HAVE SHIPS LEFT TO RETREAT" Again if your tasking about planes just say the answer for the item above.
I removed it as I’ve mentioned
yes it was about air units
it was a unneeded counterpart of something from land combatIt must be clear that people dont think they cant use DAS as the passive player and on their own turn also perform air missions. These are more than one mission on a turn : one as defender one as attacker.
yes previously it mentions as active/passive
its clear now
you should notice DAS is no longer mentioned with CA, SBR, GICA SBR and GI are mentioned together - for active turn
DAS is mentioned with reinforcement rules - for passive turnIts needs to say what is the effect of SBR in BOTH cases with IC and w/o IC that is not clear. Your only taking about w/o an IC currently.
ok I’ll add a sentence
It needs to say at 2 VCP or higher. Otherwise people think you can only build them at 2 VCP. It has to make sense to everybody not just us.
Infantry are mobilised at victory cities. The number of units deployable per turn being the VCP value. Airborne units are mobilised at your capital victory city and requires 2 VCP each.
its not 2 VCP or higher
we are not talking about location, for location you can ONLY build Airborne at your capital
its 2 VCP eachI’ll reword to
Infantry units are mobilised at victory cities. Airborne Infantry units are mobilised at your capital victory city. The number of units deployable is determined by its VCP value. Infantry requires 1 VCP each and Airborne Infantry requires 2 VCP each.Please explain this? SPA defends at 2 Tanks defend at 3 thats the only difference in stats.
you are forgetting that it supports infantry like a normal artillery does
so its a better buy for attacking punchas for selecting casualty on a 1…
how about make it like Tanks hits allocation
ie. make SPA hits are allocated on Infantry and Airborne Infantry lastrecall we tried to streamline gameplay and one thing was air units hit going for armored units first and infantry and airborne infantry last, removing air units selecitvely attack even in air superiority
Its almost ready we need to add it to the file. then prepare a 42 setup.
as mentioned said its already added, see the 1939 rules file that I posted
recall I’ve made that setup tables with the 2007-12-19 map
after you make setup adjustments update the table yourselfand please remember to use the map file (with layers) I uploaded
otherwise you’ll have 4 files (1939, 1942, 1939 with setup, 1942 with setup) for one map
otherwise
I wonder how you can represent setup -
The orange circle with a number is useless
Make the city bigger, and put the number in it, looks better
thats an idea
it would free up space
the map with setup is quite clutteredthe victory city symbol is different to the capital symbol though
I think should remove the other flags and just have player flags at capital -
I would go for making the city orange square larger and place the number inside it.
Each player must have at least one flag for the home nations. Its a tradition that must remain.
Also, Add the following regarding retreats…… (this will solve a problem you brought up)
“The defender is the first player to declare retreats, the attacker then declares his own retreats either in part of whole”.
Now the attacker is not stuck in the territory because the defender will leave a few pieces to force a token force of attackers the opportunity to take it but not get the entire attacking force stuck. otherwise what happens is this:
The attacker brings in alot of stuff and the defender retreats all his forces after the first round, then attacks on his own turn and the new defender has no planes to defend until he allocates DAS on the second round. This protects both sides equally.
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This sentence make no sence to me. What are you saying? The rule should say not passable unless control of Germany by Allies. Denmark was the straight that blocked things.I meant “passage” instead of “passable”
control of passage is completely determined by friendly control of territory Germany
because its exactly the same as OOB canal rule and I didn’t bother making yet naother rule
just draw in the red control symbol like OOBPeople who learn this for the first time need to be explained this in the rules. Everything must be explained fully at least once. Straight and Canal must have a section and be explained.
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Ahh only jet planes (or bombers immune to AA. Also make the German NA for Long range bomber immune to this)
ok no immunity for Superfortress
immunity for Jet fighter and bombers
Amerika Bomber NA is already immune to AAok great…
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So that means you cant save money? thats not correct. You can save.
you can save
it says IPC not spent nor saved is forfeitedExplain when somebody is gonna have money that they don’t save? What benefit would it have for them to lose it?
Why say things like this? just leave it out. People think they cant save at all. I got 2 people who see it that way. Rules lawyers read it literally. NONEY THAT YOU DIDNT SPEND YOUR IPC ON OR SAVE IS LOST. Its assumed that all money that you don’t save is lost, SO you don’t need to have this.
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It should mention that so to avoid confusion.
I didn’t feel it would lead to confusion
I felt this is “Combat Move” so you shouldn’t talk about “Non-combat Move”Then you reference it to page number ( e.g. “for additional information see page x”)
how about I change it to
Units loaded in Combat Move must be offloaded in Combat Move same turn. Besides an amphibious assault you may also offload into friendly territories.This is the way to do it. Add it.
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Ok where did this 50% thing come from? I don’t remember anything on this. So its saying you cannot bring in more than 1/2 of the currently attacked pieces to reinforce for combat?
at one stage you were against reinforces and I proposed 50%
before the colour version we didn’t have the limitthe 50% rule is independent of whether you are being attacked
this about not all forces are deployed as rapid response forcebut we can remove that if you want
OK 50% rule is fine make it rounded down: 5 defending can bring in 2 reinforcements.
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Its even more arbitrary.
why is it arbitrary?
so you attack with 2 tanks + 3 fighters
1 fighter would fight at -2 modifier
I think it good in that it considers the proportions (1-to-1)
not allowing air only attack on land units would be arbitraryor if you want then forget 1-to-1 make it only apply only when have no land units
The rule should be this: if the attacker brings in more air units than he has land units, all excess air units attack at 1.
forget the -2 thing. thats just another thing people have to commit to memory, its easier to blanket them to only 1.Quote
When the attacker brings in more air units than he is attacking on land, the defender has the opportunity to retreat BEFORE the start of combat. This would be that hes not really being engaged by anything but a token force, so he can shrug it off and not commit himself to combat. That allows the opportunity for each side to take it or leave it.
this rule would be weird
just because attacker has a lot of air force somehow its lets the defender retreat?what you are thinking (regarding token attack force) is actually ALREADY in place
if you attack a large defending force of 10 units with a small attacking force of 5 units, much of the large defending force (10 - 5 = 5 units) can relocate via “land reinforcement” and is not committed to fight
remember the reinforcement rule is defender response and is not about reinforcing a particular battle
All these rules needs examples for clarity. check out the previous post. Defender needs to declare his retreat intentions first, followed by attacker. That way you cut all this out… as either player can retreat partially or in full.
But if either side rolls out for combat, they must enter the vacated territory unless they have the extra movement point left over (armor) this is equitable for both sides.
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Yes but its like getting parts of the same rule piecemeal. it should be together explained one time so its easy to locate for clarification.its not parts of the same rule
conduct combat aspects of the ID unit is mentioned ONLY in “Conduct Combat”the overall system at the moment is to mention particular aspects in the relevant game phase
When you explain something that it latter referenced again in another part of the rules it must be referenced ( “for further information of ID rules see page x”) The rule applies to ID and they must be linked. They are not separate items because both are dealing with the “ID” unit.
image applying what you said to air units in general
there’ll be lots of cross-referencing required through the bookBut the rules regarding air missions and what air units can do must be in the same section. Land, Sea, Air need separate sections covering movement and combat. I don’t want to have to look for 10 different rules for air. of course the exception would be technology for air. But id expect to see:
Air movement
1. land and naval based air
2. Air transport
3. Transport planesAir combat over land
1. DAS missions
2. CA missions
3. Airborne missions
4. Air inderdiction missions
5. Jet power
6. ID ( just quick note that they roll)Air combat over sea
1. CAP
2. Aerial Attacks
3. ASW search and combatAir combat over Industry ( SBR)
1. escorts
2. bombers
3. interceptors
4. ID ( just quick note that they roll)Then have ID in its own section and write how it works against air in each event.
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I think the rule was If those units have movement points left over ( say armor moved only one) then it can move back.
well attacker retreat is allowed
it doesn’t question whether you have movement points left over
and rolling over unused “Combat Move” movement points into “Non-Combat Move” is exactly what we don’t allow
like our air movement systemThis is now solved under defender then attacker retreat declarations.
but the OOB model is not nice
it doesn’t make sense that you suddenly lose the ability to retreat because the enemy was killedfor a tactical level game with very short turns (like one combat cycle or one movement point but not both) than maybe
it has valueif you think its a problem with not being historical, think why and fix it at the relevant place
this model is correct
so don’t destroy it just because the end result isn’t rightthe relevant place is probably to do with how many units are needed to capture a territory
it was mentioned in the past but wasn’t implementedits solved with defender then attacker retreat declarations
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It needs to say at 2 VCP or higher. Otherwise people think you can only build them at 2 VCP. It has to make sense to everybody not just us.
Infantry are mobilised at victory cities. The number of units deployable per turn being the VCP value. Airborne units are mobilised at your capital victory city and requires 2 VCP each.its not 2 VCP or higher
we are not talking about location, for location you can ONLY build Airborne at your capital
its 2 VCP eachI’ll reword to
Infantry units are mobilised at victory cities. Airborne Infantry units are mobilised at your capital victory city. The number of units deployable is determined by its VCP value. Infantry requires 1 VCP each and Airborne Infantry requires 2 VCP each.ok this is better
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Please explain this? SPA defends at 2 Tanks defend at 3 thats the only difference in stats.
you are forgetting that it supports infantry like a normal artillery does
so its a better buy for attacking punchas for selecting casualty on a 1…
how about make it like Tanks hits allocation
ie. make SPA hits are allocated on Infantry and Airborne Infantry lastrecall we tried to streamline gameplay and one thing was air units hit going for armored units first and infantry and airborne infantry last, removing air units selecitvely attack even in air superiority
OK so it adds at +1 for infantry attacks… thats a decent deal now. please add that and make it clear.
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Ok a few things after 2 play tests…
Mech infantry should allow the movement boost for infantry at 1/1 basis, otherwise they are not so good as buys.
The british player needs 2 more infantry, 1 in india, 1 in trans-jordan
The Soviet Siberian deployment needs to have 1 mech infantry and 2 infantry.
The Soviets can attack Finland for one round only.( the first round)
The rules regarding first turn attack only against Baltic and Poland are perfect.
The Polish need one more infantry
The Americans need one extra destroyer south east of Hawaii. Also, the US carrier fleet should be hidden into one of three territories northeast of Hawaii, so the Japanese don’t know where it may appear. Of course they may attempt to attack the 3 sea zones north east of hawaii, but they need to have some uncertainty that was historical.
All USA forces are frozen until activation.
Japanese special attack:
The Japanese should have a two round attack on Hawaii at +1 for two rounds, while all American ships should defend with 1 AA roll each ( total of 5 hits to sink it). Thus you have 5 Japanese fighters attacking at 4 for two rounds against 5 AA rolls. If the Japanese decide to attack a third round, the Americans should be allowed to allocate the Carrier fleets air units and the Hawaii fighter for immediate attacks on the Japanese fleet. This would represent the historical fear of Nagumo and his wish to avoid possible air attacks.The games i played really had nice historical progression.
Poland, Norway and Benelux fell to Germany on turn 1
Germany used its 8 SR points to redeploy its Polish army against the frogs and took out Paris on turn 2Italy tried to attack Yugoslavia and got beaten back. It was a miserable failure.
On the second turn they failed again but made some progress.
On turn 3 they finished the job. They redeployed the forces to Libya and UK was not happy.ON turn three Germany thought about a Jutland battle with UK navy or even a sea lion, but decided to shift her forces to the eastern front. All minor axis nations got activated on turn 3.
The Soviets were trying to protect the border getting ready for Barbarossa
On the first turn they tried hard to take Finland but failed. Snow is good for Finland.
Soviets took eastern Poland and Baltic and considered Mongolia for extra cash.On turn two UK tried to shuck stuff from India to protect Egypt but had to attack Persia and Iraq to open the land line for SR movement. The Soviets were to help them, but the Xenophobia rules would not allow a SR to go thru because anything the Soviets attack they keep.
Japan was doing not much for J1-3, except attacking one territory of China per turn. China was doing the same, but its army was drying up fast…
UK was building fleet and more infantry for India.
ON turn 4 Germany totally smashed into Russia and killed lots of Russians. The Soviets fell back and gave up territory. ON the 5th turn ( where the OOB game starts) the German player had taken all the original OOB spots with a similar force pool as in that setup. The Russians got the Siberian Army and it came it time to push the Germans back ( out of west Russia)
However, the Germans went and took Caucasus and the Soviets retook it too.
by turn 5 Italy was at 16 IPC
Germany was at 42
Japan was at 32UK was at 31
Soviets at 22-23 (with 25 lend lease)
USA was at 50 ( spent 25 for lend lease) net 25
China was at 4-5 + Burma road income ( but infantry cost 2 ipc)The Italians by turn 3-6 took Egypt 3 times and the UK player pushed them out 3 times. It was a total see saw.
The British player should have built a factory in Egypt earlier and finally Italy did the job.
UK retreated south and central Africa.
On turn 5 Japan took out the US fleet and the Americans had to replace it but it was not that hard with 50 IPC.
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@Imperious:
People who learn this for the first time need to be explained this in the rules. Everything must be explained fully at least once. Straight and Canal must have a section and be explained.
Canals and waterways are really just map specific features.
I didn’t add it previously cos it can be ridiculous and not make sense.It wouldn’t be as bad if we had double-red-line and double-green-line symbols for them as a standard.
Anyway I’ll add a Canals paragraph near the Strait Interdiction paragraph.
Still you should add symbols to the map so people won’t forget.
Explain when somebody is gonna have money that they don’t save? What benefit would it have for them to lose it?
remember the preceding sentence
you can only save money at victory cities
so can’t leave money laying around at just any territoryWhy say things like this? just leave it out. People think they cant save at all. I got 2 people who see it that way. Rules lawyers read it literally. NONEY THAT YOU DIDNT SPEND YOUR IPC ON OR SAVE IS LOST. Its assumed that all money that you don’t save is lost, SO you don’t need to have this.
which version are you reading? the file is more precise than that and says…
IPC not spent nor saved is forfeited.how about I change it to
Units loaded in Combat Move must be offloaded in Combat Move same turn. Besides an amphibious assault you may also offload into friendly territories.This is the way to do it. Add it.
Of course if you feel its weird that you do a friendly landing in Combat Move, then we can also do
Units loaded in Combat Move must be offloaded in the same turn. This can be an amphibious assault in Combat Move or into friendly territories in Non-Combat Move.OK 50% rule is fine make it rounded down: 5 defending can bring in 2 reinforcements.
ok
The rule should be this: if the attacker brings in more air units than he has land units, all excess air units attack at 1.
forget the -2 thing. thats just another thing people have to commit to memory, its easier to blanket them to only 1.oh yes that’ll easier
okDefender needs to declare his retreat intentions first, followed by attacker. That way you cut all this out… as either player can retreat partially or in full.
“Attacker followed by defender” is a pretty much everywhere in the game.
We’ll have to think twice before changing that.Making defender decide first is probably not realistic.
They are defending, without logistic concerns. They are not forced to make decisions before the attacker.But if either side rolls out for combat, they must enter the vacated territory unless they have the extra movement point left over (armor) this is equitable for both sides.
Lol. I see where this is coming from.
Defender-retreat-first gives the attacker advantage and you want to minimise that.But, again you are forcing people to stay behind. Its not realistic. This solution starts a new problem. And I don’t even agree with defender-retreat-first yet.
The way it is currently, I just don’t think its not historical.
You are not forced to remain behind by an invisible force.
Tactical victory for A, strategic victory for B.A bunch of infantry skirmishes with air suport and retreats. It killed the enemy but it can afford to remain behind and get surrounded by tanks, blocking retreat (AARHE capture roll).
Or, identify the unrealistic rule.
I found “minimum force to capture”. A rule we didn’t implement probably for a good reason.
You can look for others.When you explain something that it latter referenced again in another part of the rules it must be referenced ( “for further information of ID rules see page x”) The rule applies to ID and they must be linked. They are not separate items because both are dealing with the “ID” unit.
Of course I would reference it if it was relevant.
I am adding reference to Implicit ID to
*ID section in Land Combat
*Rocket section in Technology.But the rules regarding air missions and what air units can do must be in the same section. Land, Sea, Air need separate sections covering movement and combat. I don’t want to have to look for 10 different rules for air. of course the exception would be technology for air. But id expect to see:
Well since you need to declare Air Missions in Combat Move I’ll add reference of “Air Mission”.
Air movement
1. land and naval based air
2. Air transport
3. Transport planesAir combat over land
1. DAS missions
2. CA missions
3. Airborne missions
4. Air inderdiction missions
5. Jet power
6. ID ( just quick note that they roll)Air combat over sea
1. CAP
2. Aerial Attacks
3. ASW search and combatThen have ID in its own section and write how it works against air in each event.
its mostly in this structure already
its just that its not all lumped together
movement is mentioned in Combat Move and Non-combat Move
combat is mentioned in Conduct Combat
ID information pops up only when it affects itAir combat over Industry ( SBR)
1. escorts
2. bombers
3. interceptors
4. ID ( just quick note that they roll)SBR is one paragraph all up.
It does contain all 4 information.This is now solved under defender then attacker retreat declarations.
its solved with defender then attacker retreat declarations
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People who learn this for the first time need to be explained this in the rules. Everything must be explained fully at least once. Straight and Canal must have a section and be explained.
Canals and waterways are really just map specific features.
I didn’t add it previously cos it can be ridiculous and not make sense.It wouldn’t be as bad if we had double-red-line and double-green-line symbols for them as a standard.
Anyway I’ll add a Canals paragraph near the Strait Interdiction paragraph.
Still you should add symbols to the map so people won’t forget.
But then you must explain this in the rules ( a section regarding the map symbols along with these rules)
Symbols don’t mean anything unless you attach meaning to them.
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Explain when somebody is gonna have money that they don’t save? What benefit would it have for them to lose it?remember the preceding sentence
you can only save money at victory cities
so can’t leave money laying around at just any territoryOH that rule is no good at all. too much to account for and adding absolutely nothing to the game at all. Allow any saved income to be saved as reserves.
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Defender needs to declare his retreat intentions first, followed by attacker. That way you cut all this out… as either player can retreat partially or in full.“Attacker followed by defender” is a pretty much everywhere in the game.
We’ll have to think twice before changing that.Making defender decide first is probably not realistic.
They are defending, without logistic concerns. They are not forced to make decisions before the attacker.I will finish this latter.
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But if either side rolls out for combat, they must enter the vacated territory unless they have the extra movement point left over (armor) this is equitable for both sides.Lol. I see where this is coming from.
Defender-retreat-first gives the attacker advantage and you want to minimise that.But, again you are forcing people to stay behind. Its not realistic. This solution starts a new problem. And I don’t even agree with defender-retreat-first yet.
The way it is currently, I just don’t think its not historical.
You are not forced to remain behind by an invisible force.
Tactical victory for A, strategic victory for B.A bunch of infantry skirmishes with air suport and retreats. It killed the enemy but it can afford to remain behind and get surrounded by tanks, blocking retreat (AARHE capture roll).
Or, identify the unrealistic rule.
I found “minimum force to capture”. A rule we didn’t implement probably for a good reason.
You can look for others.Quote
When you explain something that it latter referenced again in another part of the rules it must be referenced ( “for further information of ID rules see page x”) The rule applies to ID and they must be linked. They are not separate items because both are dealing with the “ID” unit.
Of course I would reference it if it was relevant.
I am adding reference to Implicit ID to
*ID section in Land Combat
*Rocket section in Technology.Quote
But the rules regarding air missions and what air units can do must be in the same section. Land, Sea, Air need separate sections covering movement and combat. I don’t want to have to look for 10 different rules for air. of course the exception would be technology for air. But id expect to see:Well since you need to declare Air Missions in Combat Move I’ll add reference of “Air Mission”.
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Air movement
1. land and naval based air
2. Air transport
3. Transport planesAir combat over land
1. DAS missions
2. CA missions
3. Airborne missions
4. Air inderdiction missions
5. Jet power
6. ID ( just quick note that they roll)Air combat over sea
1. CAP
2. Aerial Attacks
3. ASW search and combatThen have ID in its own section and write how it works against air in each event.
its mostly in this structure already
its just that its not all lumped together
movement is mentioned in Combat Move and Non-combat Move
combat is mentioned in Conduct Combat
ID information pops up only when it affects itQuote
Air combat over Industry ( SBR)
1. escorts
2. bombers
3. interceptors
4. ID ( just quick note that they roll)
SBR is one paragraph all up.
It does contain all 4 information.This is now solved under defender then attacker retreat declarations.
its solved with defender then attacker retreat declarations
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Ok then to be tidy I’ll wait for you to finish.