• Pagan (the master perveyor of Enhanced, even more than me!)  put together this sub simplification that I think is an excellent reference:

    AARe :  Subs  (simplified)

    0.  In regular AAR ,  Destroyers detect subs automatically and subs may not Submerge + may not kill things without them returning fire.
    –- In AARe , Destroyers have to detect subs by rolling a 3 or less before the combats begin.  If there are 50 subs + 10 destroyers , then there would be 10 rolls of 3 or less. If any of those succeed, then All 50 subs are detected.
    — Detected subs act exactly as they would in regular AAR-LHTR.
    — Undetected subs get a First Cycle combat option  (#1)

    1. in the VERY FIRST cycle of a combat an Undetected sub may Shoot + Submerge in the Opening Fire phase.  That means that it doesnt take hits from regular fire (since it has submerged) , but it is still subject to Opening Fire hits

    2. If a sub decides to stay in combat after this very first shot, then it is now detected and will now forever act like any other sub in AAR-LHTR

    3. Special Note 1 :  subs WILL convoy raid subs when close to an IC

    4. Special Note 2 : Aircraft alone cannot attack alone sub-packs.  The aircraft would have to bring a ship with them. Detection would still apply, and the sub could shoot + submerge in the opening fire phase.  This is how they become annoying little slippery fish

  • '18 '17 '16 '11 Moderator

    So in other words, if I read it correctly, the defender/attacker may not automatically get to return fire with units hit by submarines if they no longer have a destroyer - even though the submarines are “detected” after the first round?


  • @Cmdr:

    So in other words, if I read it correctly, the defender/attacker may not automatically get to return fire with units hit by submarines if they no longer have a destroyer - even though the submarines are “detected” after the first round?

    Detection only affects the very first round of combat, and it only affects the ability to dive in that first round EVEN if their is an enemy destroyer present.  An undetected sub can always dive after the initial opening fire round.


  • If I wasn’t clear, let me add:

    Detection has nothing to do with first shot capability.  Normal LHTR rules apply:  No enemy DD, opening fire hits are lost before the rest of combat rolls occur.


  • The simplified rules are a lot clearer.  Thanks for those.

    If I attack subs with a surface ship and 50 fighters, once that surface ship dies, is combat automatically over?

    If I understand it right…

    Detection ONLY matters for the first cycle of combat.  After that cycle, disregard everything about detection.

    So basically, the addition of detection is not a handicap for submarines, but a pure benefit.

    Also about NAs… for NAs like Russian Winter, can you declare that as your NA, but not actually use it until a future turn?


  • @Rakeman:

    The simplified rules are a lot clearer.  Thanks for those.

    If I attack subs with a surface ship and 50 fighters, once that surface ship dies, is combat automatically over?

    No it does not automatically end.  But why would defenseless subs stay in another round of combat and be subjected to the planes attack when they can submerge at the end of a round of combat?

    @Rakeman:

    If I understand it right…

    Detection ONLY matters for the first cycle of combat.  After that cycle, disregard everything about detection.

    So basically, the addition of detection is not a handicap for submarines, but a pure benefit.

    Yes, detection makes subs harder to kill as they basically need to be found to be killed (except with sub on sub)

    @Rakeman:

    Also about NAs… for NAs like Russian Winter, can you declare that as your NA, but not actually use it until a future turn?

    The rules/nature of Russian winter allows such a delay.  Reread the wording of the NA, it should be clear that you do not have to use it when it is declared as a Russian NA

    FYI
    You can delay your second NA choice if you would like to.  You do pay a slight penalty as the additional capability that the NA offers would not take effect until the end of your turn.

    For example, Germany does not choose their second NA on G2.  G3 they decide to choose Wolf Packs.  However, as a penalty for delaying the second NA choice till round 3 (or later), Germany an not attack with the subs at a “3” if they have more than 1 sub attacking  on G3 (or the round the NA was taken).


  • Except sub on sub… huh?

    Other than that, it’s pretty clear now.  Thanks again!


  • @Rakeman:

    Except sub on sub… huh?

    well subs do shoot in opening fire, so if one sub attacks another sub, there is no detection (no DD involved), so then you go to opening fire and THEN you can dive (since you’ll be undetected).  So this means subs can hunt subs.

    I know some Enhanced players don’t like this (subs can kill subs), but it does indeed work well in the grand scheme of things, IMHO.

    BTW, I would say I have played 120+ games of Enhanced.

    @Rakeman:

    Other than that, it’s pretty clear now.  Thanks again!

    You are Welcome!

    good gaming!

  • '18 '17 '16 '11 Moderator

    Yea, that sub on sub thing still smacks as a method to make submarines too powerful in my, very most, humble opinion.  I’m going to try to talk Mollari into play testing a few games where you have to find a submarine before you can attack it, even if you have submarines with you. (Likewise, enemy submarines then would be allowed to share sea zones with each other since neither could be attacked without a destroyer present.)

    Think that might also make convoy raids harder.


    As for NAs, there are times you may want to hold your NA selection.  The allies might want to hold their 4th selection until they see what the Axis are doing, this might change the allied strategy from KGF to KJF in which case maybe the allies want Naval Industry instead of Radar.  Likewise, the axis may want to hold on to an NA as well to see what the allies are doing, or how the dice are panning out.  Maybe they don’t need Tokyo Express but could use jet fighters on the cheap so take Tech Advantage instead.


  • Is the game imbalanced if played with no NAs (so that it is easier to teach to a new player)?

  • '18 '17 '16 '11 Moderator

    No more so than regular AAR is without NAs.


  • @axis_roll:

    6. D-Day Invasion as Standard
    -Once during the game, at the start of UK’s turn, you may declare a D-Day Invasion, a combined attack of UK and US forces which occurs on the US turn. D-Day may only target WEur, and all attacking land and sea units MUST amphibious assault from SZ 7 (with the rare exception of land units already in Ger or SEur, which can attack WEur as per regular rules). Air units may come in from any territory provided they have enough movement points.
    -On the UK turn, conduct Combat and NCM as normal for any units you do not anticipate participating in the D-Day invasion. Any units being used on UK’s turn, be it Combat or NCM, cannot be used on the US turn. Newly purchased UK units cannot be used either.
    -On the US turn, the US player uses the remaining eligible UK units in his Combat and NCM together with his own units. US TRNs can transport UK land units and vice versa. Any UK units used MUST be involved in Combat, and in WEur ONLY. The only exception to this is loaded UK TRNs (and any UK land unit cargo) which can be involved in combat in SZ 7 as part of the amphibious assault. UK BBs and Combined-Arms DDs not used on UK’s turn can bombard WEur but only if SZ 7 was empty at the start of the US turn.

    Can you, say, in the US turn after declaring D-Day, move infantry off of the UK and into transports, then amphibiously assault, or must they already be loaded?  I ask because “all attacking land and sea units MUST amphibious assault from SZ 7” so I don’t know if that means they must already be in SZ7.


  • @Rakeman:

    @axis_roll:

    6. D-Day Invasion as Standard
    -Once during the game, at the start of UK’s turn, you may declare a D-Day Invasion, a combined attack of UK and US forces which occurs on the US turn. D-Day may only target WEur, and all attacking land and sea units MUST amphibious assault from SZ 7 (with the rare exception of land units already in Ger or SEur, which can attack WEur as per regular rules). Air units may come in from any territory provided they have enough movement points.
    -On the UK turn, conduct Combat and NCM as normal for any units you do not anticipate participating in the D-Day invasion. Any units being used on UK’s turn, be it Combat or NCM, cannot be used on the US turn. Newly purchased UK units cannot be used either.
    -On the US turn, the US player uses the remaining eligible UK units in his Combat and NCM together with his own units. US TRNs can transport UK land units and vice versa. Any UK units used MUST be involved in Combat, and in WEur ONLY. The only exception to this is loaded UK TRNs (and any UK land unit cargo) which can be involved in combat in SZ 7 as part of the amphibious assault. UK BBs and Combined-Arms DDs not used on UK’s turn can bombard WEur but only if SZ 7 was empty at the start of the US turn.

    Can you, say, in the US turn after declaring D-Day, move infantry off of the UK and into transports, then amphibiously assault, or must they already be loaded?  I ask because “all attacking land and sea units MUST amphibious assault from SZ 7” so I don’t know if that means they must already be in SZ7.

    No, that means all units must unload from SZ7 into WEU.

    UK units are like US units for D-Day.  They can load on US’s turn.


  • Ok 2 more questions-

    1.  Must American units also amphibiously assault from only SZ7, or can they come from the south?

    2.  When using an NA like Pacific Divisions, can you place that free infantry in ADDITION to what you buy in that territory?  For example, with an IC in Sinkiang, could you buy 2 free infantry and place a third free one?


  • @Rakeman:

    1.  Must American units also amphibiously assault from only SZ7, or can they come from the south?

    and all attacking land and sea units MUST amphibious assault from SZ 7  (with the rare exception of land units already in Ger or SEur, which can attack WEur as per regular rules).

    @Rakeman:

    2.  When using an NA like Pacific Divisions, can you place that free infantry in ADDITION to what you buy in that territory?  For example, with an IC in Sinkiang, could you buy 2 free infantry and place a third free one?

    yes, the extra inf does not count against the IC production capacity.  The same principal occurs for the India complex and UK’s commonwealth NA or a Russian IC in Yakut and Siberian Conscripts

  • '18 '17 '16 '11 Moderator

    @Rakeman:

    Ok 2 more questions-

    1.  Must American units also amphibiously assault from only SZ7, or can they come from the south?

    @axis_roll:

    @Rakeman:

    @axis_roll:

    6. D-Day Invasion as Standard
    -Once during the game, at the start of UK’s turn, you may declare a D-Day Invasion, a combined attack of UK and US forces which occurs on the US turn. D-Day may only target WEur, and all attacking land and sea units MUST amphibious assault from SZ 7 (with the rare exception of land units already in Ger or SEur, which can attack WEur as per regular rules). Air units may come in from any territory provided they have enough movement points.

    @Rakeman:

    2.  When using an NA like Pacific Divisions, can you place that free infantry in ADDITION to what you buy in that territory?  For example, with an IC in Sinkiang, could you buy 2 free infantry and place a third free one?

    That is how I read it.  “Extra” units like Conscripts, Commonwealth, Atlantic Wall and Pacific Divisions do not count towards a territory’s max build level.


    I did have a question, however.

    Let us pretend that Japan has a Submarine in SZ 37 and America builds an Industrial Complex in E. Indies.  On the round that America builds the Industrial Complex, does America take the 2 convoy raid damage, or does that begin the round after the complex is built?

    Just seems more fair to give America a chance to build the same round they start taking damage from submarines.


  • @Cmdr:

    I did have a question, however.

    Let us pretend that Japan has a Submarine in SZ 37 and America builds an Industrial Complex in E. Indies.  On the round that America builds the Industrial Complex, does America take the 2 convoy raid damage, or does that begin the round after the complex is built?

    Just seems more fair to give America a chance to build the same round they start taking damage from submarines.

    @AARe:

    -On the UK, US, and Japan Collect Income Phases, for every Enemy SUB within 1 SZ of (ie. directly adjacent to) an IC owned by that respective country, subtract 2IPC from their collected income. For every Enemy SUB within 2 SZ of an IC, subtract 1IPC.

    Collect income is last.  The letter of the rules says US pays a penalty for dropping the IC there, although they would know they intended on drop the IC in east indies and could do their best to sink the sub or cause it to dive if they wanted to avoid the Convoy Raid damage.

  • '18 '17 '16 '11 Moderator

    Okay, that’s what EM and I had surmised, but I thought it best to get some clarification before AAMC’s AARe tournament which should be starting soon.


  • Is there any reason to NOT pick Radar for the UK advantage?  It is absolutely brutal.  5 IPC unit, 8 IPC for techs, and a permanent bonus to anti-aircraft utilities.  That’s a 13 IPC worth alone, compare that to Royal Navy which gives you 10 IPC and no killer bonuses.


  • @Rakeman:

    Is there any reason to NOT pick Radar for the UK advantage?  It is absolutely brutal.  5 IPC unit, 8 IPC for techs, and a permanent bonus to anti-aircraft utilities.  That’s a 13 IPC worth alone, compare that to Royal Navy which gives you 10 IPC and no killer bonuses.

    Well for one thing, you can not pick NA’s only based on their IPC cost/savings.  If you did, you’d always pick the extra inf NAs (siberian conscripts, Atlantic wall, common wealth, pacific divisions).  In a typical Enhanced game of 10-12 rounds, these are worth $30-36 IPCs.

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