version: experimental

Axis and Allies Revised: Historical Edition (AARHE)

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 Map

The map is mostly the same as the original revised map. Baltic Sea (sea zone 5) is nolonger connected to Western Europe. Balkans and Turkey are now connected. There are other small changes.Income and unit setup remains the same.

AARHE 1939 Map

Game starts in 1939 with France, Italy, and China as separate players. The mapcontains a large number of changes from the original map adding important sites suchas Malta, Tunisia, andIwo Jima. Territories are also a bit more divided.

AARHE 1942 Italy Map

Game starts in 1942 with Italy as 6th player. This map contains a small numberof changes from original map adding territories such as Italy and Finland. Setup remains the same for otherterritories.

Acknowledgements

Adlertag

Admiral_Thrawn

Admiral_Yamamoto

Adonai B.

Andersson, Game Master

Bierwagen

Cyan

DasReich

Deaths Head 420

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

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, and 12.

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 playercollects 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 other Allies 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 New

Units" 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 VictoryCity. The cost of an Infantry is variable.

Germany and Soviet Union / Infantry Cost
OriginalCapitalVictoryCity / 2
Connected* VictoryCity / 3
Other / 4
United States and United Kingdom / Infantry Cost
OriginalCapitalVictoryCity, 1st / 2
OriginalCapitalVictoryCity, 2nd / 3
OriginalCapitalVictoryCity, 3rd+ / 4
Other / 4

*connected to original Capital via friendly territories

Japan / Infantry Cost
OriginalCapitalVictoryCity / 3

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 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 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. They defend in the new territory but not against Air Missions.

Naval Movement

Naval units may go through sea zones containingonly enemy Submarines, enemyTransports, 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.

Territories / Sea Zones / Hit Value
Gibraltar / 12 & 13 / 2
United Kingdom / 6 & 7 / 1
Western Europe / 6 & 7 / 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 2 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 liberatedit 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 4: 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 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 each attacking 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 combat this turn. Defending air units may retreat if territory control is lost in normal combat. All air missions are resolved before normal combats.

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 2. 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 2 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.

Scorched 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.

VictoryCity

You can mobilize a number of Infantry up to the income value of the territory of the VictoryCity.