Axis and Allies Revised: Historical Edition (AARHE)

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1 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 designed to work on top of LHTR.0. Game rules not covered are addressed under LHTR. This is designed to be played as a universal rules template for the various maps that the project uses. AARHE Standard Map The map is mostly the same as the original revised map. Baltic Sea (sea zone 5) is no longer connected to Western Europe. Balkans and Turkey are connected. There are other small changes. Income and unit setup remains the same. Setup icons and AARHE information has been added for your convenience. AARHE 199 Map Game starts in 199 with France, Italy, and China as separate players. The map contains a large number of changes from the original map adding important sites such as Malta, Tunisia, and Iwo Jima. Territories are also a bit more divided. AARHE 19 Italy Map Game starts in 19 with Italy as 6th player. This map contains a small number of changes from original map adding territories such as Italy and Finland. Setup remains the same for other territories. Acknowledgements Adlertag Admiral_Thrawn Admiral_Yamamoto Adonai B. Andersson, Game Master Bierwagen Cyan DasReich Deaths Head 0 Flashman Guerrilla Guy Gen AlexanderPatch HMS Onslow Imperious Leader Jennifer KurtGodel7 Lynxes Micoom Ncscswitch Nuclear Oldsalty Rawdawg Tekkyy The Duke Trihero and others...

PHASE 1: COLLECT INCOME Phase 1: Collect Income Income Subtract losses from territory income due to economic attacks in the last turn (enemy s turn). No territory income can be reduced below zero due to Strategic Bombing Runs (SBR) or Rocket attacks. Pays 1 IPC for every unit occupying a desert terrain. Pay 1 IPC for every land unit offloaded in an airborne drop during your 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, and 1. The Allies receive 1 less Lend-Lease IPC for every German naval unit (except Transport) in sea zones 1,,,, 9 and 10. Soviet Partisans The German player collects no IPC from original Soviet territories if they are not occupied by at least one land unit. Lend-Lease The US player may send IPC to Soviet Union and/or UK players. A combined total of up to 1 IPC can be sent. Naval repair Damaged naval units can be repaired in sea zones adjacent to a friendly Industrial Complex. Roll a die and pay the value in IPC. Place the unit in the territory and return it to the sea zone upright in "Mobilize New Units" phase. Phase : Purchase Units Variable Industrial Complex Cost All units except for Infantry are mobilized at Industrial Complex. The cost of an Industrial Complex is 15 minus 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 Connected* Victory City Other Victory City

PHASE : COMBAT-MOVE *connected to original Capital via friendly territories Japan and Italy Infantry Cost Original Capital Victory City Other Victory City United States and United Kingdom Original Capital Victory City, 1st Original Capital Victory City, nd Original Capital Victory City, rd+ Other Victory City Infantry Cost Phase : Combat-move Air Movement Air units may move a number of spaces in Combat Move up to its movement points. Air units are not subject 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 : 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. They defend 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/or friendly units. Each enemy Submarine rolls a die at its combat value. Hits can only be allocated on Transports 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 s movement. Strait Interdiction You may fire at hostile non-submarine naval units moving between the sea zones if you hold the respective territories. Roll 1 die against each unit destroying it on its hit value. Movement between the sea zones must be done in Combat Move if enemy controls the respective territories.

PHASE : CONDUCT COMBAT Territories Gibraltar United Kingdom Western Europe Sea Zones 1 & 1 6&7 6&7 Hit Value 1 1 Canal Naval units may not move between sea zone 15 & 16 if their side does not control Turkey at the beginning of 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 the first cycle of combat. Small island territories cannot be occupied by more than units. Stalinist Xenophobia The other Allies players may not move units into any Soviet held original Soviet territories, or any space occupied by Soviet units. Whenever the Soviet player captures a territory he does liberated it but gain control of it. Rome-Berlin-Tokyo Axis Co-operation The Japanese player may not move units into any space occupied by other Axis units. Phase : Conduct Combat Air Units When both sides have air units present, air units fight at air combat values. Their hits must be allocated on air units first. Fighters fight at 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 each attacking air unit. You may only roll up to dice for every Anti-aircraft gun. Air Missions Air units performing air missions or defending against air missions do not participate in normal combat this turn. Defending air units may retreat if territory control is lost in normal combat. All air missions are resolved 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. Defender may select Fighters in the territory to defend. Resolve antiaircraft fire as normal and remove casualties. Defending Fighters fight at. Attacking Fighters fight at 1. Remove causalities. Each surviving Bomber roll 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 is reduced 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 air units in the territory to fight. The selected air units may not perform Air Reinforcement this turn. Resolve antiaircraft fire as normal and remove casualties. Fighters fight at and Bombers fight at 1. Attacking Fighters 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 Industrial Complex. 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. Both territories must be a currently held original Soviet territory. Units may not be mobilized at the Industrial Complex until the turn following this relocation.

PHASE 6: MOBILIZE NEW UNITS Victory City You can mobilize a number of Infantry up to the income value of the territory of the Victory City. 6