version: exerperimental Axis and Allies Revised...
Transcript of version: exerperimental Axis and Allies Revised...
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version: exerperimental
Axis and Allies Revised: Historical Edition
(AARHE)Introduction
AARHE is intended to provide historical realism to the board game Axis and Allies Revised and is designedto work on top of LHTR 2.0. Game rules not covered are addressed under LHTR. This is designed to beplayed as a universal rules template for the various maps that the project uses.AARHE Standard MapThe map is mostly the same as the original revised map. Baltic Sea (sea zone 5) is no longer connected toWestern Europe. Balkans and Turkey are connected. There are other small changes. Income and unit setupremains the same. Setup icons and AARHE information has been added for your convenience.AARHE 1939 MapGame starts in 1939 with France, Italy, and China as separate players. The map contains a large number ofchanges from the original map adding important sites such as Malta, Tunisia, and Iwo Jima. Territories arealso a bit more divided.AARHE 1942 Italy MapGame starts in 1942 with Italy as 6th player. This map contains a small number of changes from originalmap adding territories such as Italy and Finland. Setup remains the same for other territories.
Acknowledgements
Adlertag Imperious LeaderAdmiral_Thrawn JenniferAdmiral_Yamamoto KurtGodel7Adonai B. LynxesAndersson, Game Master MicoomBierwagen NcscswitchCyan NuclearDasReich OldsaltyDeaths Head 420 RawdawgFlashman TekkyyGuerrilla Guy The DukeGen AlexanderPatch TriheroHMS Onslow and others. . .
PHASE 1: COLLECT INCOME 2
Phase 1: Collect Income
Income
Subtract losses from territory income due to economic attacks in the last turn (enemy’s turn). No territoryincome can be reduced below zero due to Strategic Bombing Runs (SBR) or Rocket attacks. Pays 1 IPCfor every unit occupying a desert terrain. Pay 1 IPC for every land unit offloaded in an airborne drop duringyour last turn. If you don’t have enough income to pay the balance will be carried to next turn.
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 every German naval unit (except Transport) in sea zones 7, 8, 11, and12.The Allies receive 1 less Lend-Lease IPC for every German naval unit (except Transport) in sea zones 1,2,3, 4, 9 and 10.
Soviet Partisans
The German player collects no IPC from original Soviet territories if they are not occupied by at least oneland unit.
Lend-Lease
The US player may send IPC to Soviet Union and/or UK players. A combined total of up to 12 IPC can besent.
Naval repair
Damaged naval units can be repaired in sea zones adjacent to a friendly Industrial Complex. Roll a die andpay the value in IPC. Place the unit in the territory and return it to the sea zone upright in "Mobilize NewUnits" phase.
Phase 2: Purchase Units
Variable Industrial Complex Cost
All units except for Infantry are mobilized at Industrial Complex. The cost of an Industrial Complex is 15minus income value of the territory.
Variable Infantry Cost
Infantry are mobilized at Victory City. The cost of an infantry is variable.Germany and Soviet Union Infantry Cost
Original Capital Victory City 2Connected* Victory City 3
Other Victory City 4
PHASE 3: COMBAT-MOVE 3
*connected to original Capital via friendly territoriesJapan and Italy Infantry Cost
Original Capital Victory City 3Other Victory City 4
United States and United Kingdom Infantry CostOriginal Capital Victory City, 1st 2Original Capital Victory City, 2nd 3Original Capital Victory City, 3rd+ 4
Other Victory City 4
Phase 3: Combat-move
Air Movement
Air units may move a number of spaces in Combat Move up to its movement points. Air units are notsubject to Anti-aircraft fire when flying over a territory.
Air Mission
Air units may perform one air mission instead of normal combat. Air missions such as SBR (see Phase 4:Conduct Combat] must be declared with combat moves.
Air Reinforcement
At the end of the phase, passive players may relocate their air units to adjacent friendly territories. Theydefend in the new territory but not against Air Missions.
Naval Movement
Naval units may go through sea zones containing only enemy Submarines, enemy Transports, and/orfriendly units. Each enemy Submarine rolls a die at its combat value. Hits can only be allocated onTransports going through.
Naval units’ co-occupation
Naval units may remain in hostile sea zone without entering combat.
Submarine Movement
Submarines may move through hostile sea zones. However, each enemy Destroyer ends one Submarine’smovement.
Strait Interdiction
You may fire at hostile non-submarine naval units moving between the sea zones if you hold the respectiveterritories. Roll 1 die against each unit destroying it on its hit value. Movement between the sea zones mustbe done in “Combat Move” if enemy controls the respective territories.
PHASE 4: CONDUCT COMBAT 4
Territories Sea Zones Hit ValueGibraltar 12 & 13 2
United Kingdom 6 & 7 1Western Europe 6 & 7 1
Canal
Naval units may not move between sea zone 15 & 16 if their side does not control Turkey at the beginningof the turn.
Terrain
Units entering desert, snowy, or mountainous terrain territories may not blitz.Defending land units in snowy or mountainous terrain territories have their defence increased by 1 in thefirst cycle of combat.Small island territories cannot be occupied by more than 2 units.
Stalinist Xenophobia
The other Allies players may not move units into any Soviet held original Soviet territories, or any spaceoccupied by Soviet units. Whenever the Soviet player captures a territory he does liberated it but gaincontrol of it.
Rome-Berlin-Tokyo Axis Co-operation
The Japanese player may not move units into any space occupied by other Axis units.
Phase 4: Conduct Combat
Air Units
When both sides have air units present, air units fight at air combat values. Their hits must be allocated onair units first. Fighters fight at 2 and Bombers fight at 1.
Anti-aircraft
Air units are only subject to antiaircraft fire at the territory they are attacking. Roll one die against eachattacking air unit. You may only roll up to 3 dice for every Anti-aircraft gun.
Air Missions
Air units performing air missions or defending against air missions do not participate in normal combatthis turn. Defending air units may retreat if territory control is lost in normal combat. All air missions areresolved before normal combats.
PHASE 5: NON-COMBAT MOVE 5
Strategic Bombing Run (SBR)
Bomber may perform SBR against any enemy territory. Attacker may send Fighters as escorts. Defendermay select Fighters in the territory to defend. Resolve antiaircraft fire as normal and remove casualties.Defending Fighters fight at 2. Attacking Fighters fight at 1. Remove causalities. Each surviving Bomberroll a die and territory income is reduced by the die value during the next collect income phase.
Night Bombing
Bomber may perform Night Bombing against any enemy territory. Resolve antiaircraft fire as normal.Defender cannot not intercept with Fighters. Each surviving Bomber roll a die and territory income isreduced by 50% of die value rounded down, during the next collect income phase.
Counter Air (CA)
Fighter may perform CA against any enemy territory. Defender must select at least the same number of airunits in the territory to fight. The selected air units may not perform Air Reinforcement this turn. Resolveantiaircraft fire as normal and remove casualties. Fighters fight at 2 and Bombers fight at 1. AttackingFighters must retreat to the original territory in Non-combat Move phase.
Phase 5: Non-combat Move
Air Movement
Air units may move a number of spaces in Non-combat Move up to its movement points.
Naval Movement
Naval units may go through sea zones containing only enemy Transports and/or friendly units.
Phase 6: Mobilize New Units
Industrial Complex
You can mobilize a number of units (not Infantry) up to the income value of the territory of the IndustrialComplex.
Sorched Earth
Players may destroy their own Industrial Complex. No new units may be mobilized there this turn.
Soviet Factories
At the beginning of the phase, the Soviet player may relocate one Industrial Complex each turn. Bothterritories must be a currently held original Soviet territory. Units may not be mobilized at the IndustrialComplex until the turn following this relocation.