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© 2009

AAM:HHR
Ver. 3.0 May 2009

Introduction

These unofficial rules may help you to enrich the Axis and Allies
Miniatures® game with the features yet unknown. You will be
able to strategically build up your reserve units and conduct long
campaigns. As all additional features are increasing the
complexity of the game, they are intended for experienced
players.

If you are not a veteran HHR player, stay at the basic "Captain"
level. Once you begin to familiarise yourself with Campaign
rules, you might want to explore the Colonel level. And for these
who like to experiment and discover new ways, they will surely
find the General level inspiring.

We don't want to violate any copyright related to original AAM


think-tank, therefore we will not copy here the exact contents of
Advanced Rulebook® included in Starter set – take it as a
prerequisite for playing with following text.

These rules were developed with following definitions:


- 1 soldier represents one squad (8-12 infantrymen) or crew (4 men with mortar/MG).
- 1 artillery unit is 1 gun plus crew.
- 1 vehicle or 1 aircraft represent one machine of that type.
- 1 hex has 100m across and Speed 1 is in 5-14 km/h range.

This game is an abstraction, its realism defined by three ranges, three types of units, two
defense numbers and a card space for about four abilities. For example, all vehicles with
armor 5-20 mm thick have Defense Value 2 – because the game scale does not cover such a
minor difference.
Therefore, we were more focused on historical atmosphere and feeling than on an exact and
technically accurate simulation of historical combat. We think we can show how it “looked like”
and what the consequences were, though not exactly how it “worked.”

So, if history says some Germans were Ruthless and Fanatical, you will find these abilities on
the card. An experienced player might think other abilities suit that unit, but those are the
ones we thought were most important. Right now, the "Me 109E" card covers all versions of
Me 109 aircraft. Later, we could be able to differentiate the several models.

We are playing with 1:100 (15mm) scale models for ground units and 1:300 (approx.) for
aircraft and trains, but you may apply these rules for any scale from 1:72 down to 1:300 as
long as you remain consistent in its use. All cards issued under this system should have a
model available on world-wide market at least in one scale.

We believe that you will find our Historical House Rules (AAM:HHR) useful and enriching and
we hope that you will stay with us to continue in the development of this excellent game 

Rules marked as "* Try:" are enriching, but not fully tested and purely optional.

2
PART I: Elementary mechanisms

Basics

I. Deployment: Both sides deploy up to 2 hexes from their respective map border. In
case of defender-attacker scenario, the Defender deploys 2 hexes around held
objectives and attacker 2 hexes from the opposite map border. Obstacles may be
placed up to 4 hexes from the owner’s deployment zone.

II. Stacking Limit: On one 3” hex, you may locate up to 3 friendly units and 3 enemy
units (3+3). One of them may be a Vehicle and one Aircraft at the maximum. With 2”
map hexes, use 2+2 stacking limit instead.

III. Winning conditions: The game is evaluated after 7th turn when both players resolve all
their counters. If the winner is not decided yet, the game continues until the end of
10th turn. a) Any unit placed next to the objective hex with active (face-up) disruption
counter is not holding it. b) A unit without attacking ability may never control an
objective (horses, trucks, gliders etc.).

IV. Multiple abilities of the same name are not cumulative.

V. About the Historical House Rules lists: Unless playing a HHR tournament, feel free to
add, exclude or modify any of the existing rules before the game starts if both sides
agree on this selection. However, changing the rules during running game is never
allowed.

Initiative

I. Unless playing a specific scenario from Amendment-1:Missions for AAM:HHR, roll 2d6
on initiative before you choose a map set. Add your best commander's initiative to
your roll (+Init). The player with highest score has tactical advantage and may
proceed to set up the battlefield.

II. Roll for second time 2d6+Init before Deployment phase. Again, the player who won
may choose who will deploy his/her army first.
*Try: Instead of fielding whole the army at once, players alter in placing their units.

III. Roll for third time 2d6+Init before start of the game itself. The one who wins may
choose who will have the upper hand for the first turn. Repeat this roll at start of any
following turn.

Disruption / Damage

I. Disrupted unit is a unit under fire, pinned / buttoned or panicking. Disrupted units
have -1 to hit and -1 defense; they cannot move unless having special abilities
which are overruling this statement.

II. Cumulative Disruption occurs in case of multiple defensive fire against one target. The
effect of active disrupted counters is cumulative and each successive hit reduces the
chance of the target to hit in its attack phase by -1; however it does not further
reduce the target's defense.

III. Damaged unit is usually a vehicle with damaged turret / track / hull. This unit has
permanent penalty -1 to hit, -1 defense and speed reduced by 1.

3
HHR Cards: Brief description

It is nearly impossible to compare every unit to the other, so the cards and rules are
progressively changing, upgraded according to your tips and thoughts.

Unit national symbol


together w ith its name, set
number, international use Unit point value
and rarity

Type, Speed and Defense Anti-Infantry/Anti-Vehicle


of the unit dice

Special abilities Period photography

Unit legend: technical


specification, historical
evidence

Theatre of operations w ith


specific national rarity

Detailed description of some elements

- Point value: white number indicates unit point value; black number shows the
card version (higher number means more advanced and hopefully better card).

- Set & Sequence number: small white number is the card sequence number in Set.
Number in black indicates the AAM:HHR Set where the unit appeared (1-7). MiniSets have
their number in golden color. New official sets will appear under their original symbols (North
Africa = palm tree).

 C - Rarity symbols: common, uncommon, rare and unique. A unique unit may be
used only in pre-defined scenarios. A "C" means captured units only (see below).

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- Multiple nationality: In case the unit was used by more
than one nation, you will find their list under the main nation
flag together with the year of introduction. It might be a unit in licensed production, bought
or captured by enemy units. The list of national users is not complete and mentions only
these nations, where that unit appeared in a battle and in substantial numbers (tens of
pieces at least).

! Captured units (like a T-34 tank used in Finnish army) cost 20% more points (rounded up),
because there must have been an extra material and life investment forgoing its conversion.

- Asterisk: means that the special ability cannot be used while the unit is disrupted.
Commanders may not usually command while they are disrupted. Remember that a
commander's abilities affect also himself.

- Theatre of operations:
you may find on the right
side the area of employment
for main nation, on the left side there are secondary owners. Small symbols under national
flags show the individual rarity modifications. Zones of operations are following:

WER = Western Europe (France, Belgium, Holland, Norway…)


MED = Mediterranean (Africa, Middle East, Greece, Yugoslavia, Italy…)
RUS = Eastern Europe (Poland, Finland, Soviet Union up to Chinese borders…)
PAC = Pacific Islands
CBI = China, Burma, India
MISC = Multiple theaters according to the unit national availability
BERLIN, JAPAN ... = Specific national theatres

Unit subtypes are following:


– Infantry, Commander, Partisan, Special, Sniper and Spotter are Infantry
subcategories.
– Animal, Cavalry and its Commanders are Cavalry subcategories.
– Assault Gun, Vehicle: Artillery, Tank, Heavy Tank and Tank destroyer are
Tank subcategories.

5
PART II: Defense

Defensive fire

I. Every unit can defend itself: once per movement phase and once again in its Assault
phase. Machine guns can fire more than once. Vehicles cannot fire in defense against
Soldiers. Defensive fire can be used on any of the 7 adjacent hexes2 against:
a) units moving from one adjacent hex to another adjacent hex
b) units leaving adjacent hex or turning in it1.
1
Rem: Defensive fire against turning units applies only against Guns and Vehicles. In AAM, an
infantry unit has no "front" and "back" as they represent multiple infantrymen squad. Therefore
there is no need to "turn" the infantry.
2
Rem: Defensive Fire is restricted by special abilities (No turret, Fixed howitzer, etc.). Disrupted
units cannot fire defensively unless having special ability.

II. A unit hit by Defensive Fire gets a face-up


Disrupted counter. No unit can be damaged or
destroyed by defensive fire.
* Try: Defensive fire will be as lethal as standard attack.
This way you can accelerate your large-scale battles.

III. "Fanatics" or units using special commander ability


to move & attack in their assault phase can be
disrupted by defensive fire, but finish their charge
anyway.

IV. All ground units except these with AA and AAA


Ability cannot make Defensive Fire attacks against
Aircraft.

Explanation: Aircrafts strike on ground targets without warning. Only flak and some MG units are
prepared to face such a situation. All other units fail to react on the plane before flying over them
as they are focused on the ground combat.

Enhanced cover

I. Cover roll can be used against any attack. Even against defensive fire. If a unit successfully
evades the defensive fire, it does not become Disrupted.

II. Cover is reduced in accordance with the distance between target and attacker:

a) At long distance (LD 5+ hexes): S(oldiers) cover on 4+,


V(ehicles) cover on 5+ as in standard AAM rules.
b) At medium distance (MD 2-4 hexes): S cover 5+, V cover 6+ (penalty -1)
c) At short distance (0-1 hexes): S cover 6+, V cover 7+ 1 (penalty -2)
d) Target cover and visibility against aircrafts is not reduced by distance.
It does not affect the attack strength2. Armament with Destruction ability
reduces the cover. Camouflaged target visibility is resolved as if being at Long
distance against all aircraft positions (i.e. a sniper or a gun cannot be
“accidentally” discovered by an aircraft).
e) The "Bombardment" special ability was deleted in HHR. Destruction ability is
used instead and indicates how much the target cover is reduced (-1 to -3);
approximate table for gun calibers is: 203-150 mm: -2, 122-100 mm: -1,
smaller caliber: no change in victim's cover.
f) Observer negates Dispersion effect and reduces target cover by -1
(effect of his artillery aiming skill), as it is written on his card.
6
1
Rem.: 7+ is not equal to "no cover at all", because the correction by unit abilities is still
possible.
2
Rem.: The reason is: Airplanes are not located on the battlefield, but they are flying "over it" at
high speed. It is even more difficult to hit the target from short distance, having only few
seconds to aim and shoot. Moreover the target is hidden in the streets or under tree-tops.

III. A unit which successfully passes the Cover roll cannot be more than Disrupted (even if
already Disrupted).

* Try: “Concealed“1 units have +1 on cover rolls on any terrain (use special counter).
Any infantry unit can start concealing itself at the beginning of the turn; if the unit does not
move nor attack during this turn, it becomes concealed. Concealment can be cancelled only by
movement out of the hex. Concealing does not mean necessarily "digging-in". It signifies better
use of the terrain where the unit is located – hiding behind sole trees, stones, crawling behind
stream banks, eg.

IV. Unit in a trench or tank pit gets +1 bonus to its base cover.

V. No unit can have better cover than 2+.

7
PART III: Infantry

All basic infantry rules remain the same as listed in original rulebook. Special abilities (SA's)
are individually listed on unit cards.

 Advanced rules (Colonels):- Parachuted units

Airborne units (with SA "Paratroopers") can be deployed in your territory before the start
of each scenario according to standard rules for deployment (i.e. as foot soldiers).

 In case you want to deploy these units


behind enemy lines during the battle, you
may do so on any place accessible by
transport aircraft: Dakota C47 Skytrain,
Ju52 etc.
The drop is made at the distance of 0 hexes
from transport aircraft, is always affected
by Dispersion and is executed in the assault
phase. Gilderborne assault is realized
according to the glider special abilities.

 Paratrooper units jump in the aircraft assault phase and are inactive until the end of
turn (as they have to collect weapons and buddies). They cannot attack or respond
defensively.

 If the transport is disrupted before units it carries leave the board, all dropped units
become disrupted.

 If the transport is destroyed, all units still on board have to make a save roll on 4+ to
reach the ground disrupted; otherwise they did not manage to escape and are
destroyed in the crashed aircraft.


 Expert rules :- Goodies for Soldiers

 Infantry units can use rifle grenades instead of their ordinary attack:

Rifle grenade (1939): 1pt/battle – Allows the infantry to fire the grenades up to 2
hexes distance (with parameters of Lebel Grenadier SA: Instead of attacking, this unit
may target a hex up to 2 hexes away, while at least one friendly unit has L.O.S. of that hex. Roll
3 dice against all Vehicles and Soldiers in the hex. A success against Soldiers counts as 2
successes. Vehicles are affected normally. This attack has not Dispersion).

 Encirclement. Every attacking unit is focused on one target only. If another enemy
unit appears behind (rear hexes are these from the first target point of view) and
attacks, the surrounded unit (while playing with Morale: Inexperienced unit only) gets
immediately a face-down Disrupted counter.

 Damaged Soldier units (optional). Soldier units may receive damaged status as well.
It represents a unit with few casualties, unable to move but still defending their
comrades. This option favors infantry use.



8
PART IV: Artillery

Artillery: Indirect fire

I. Units with Indirect Fire ability may fire without Line Of Sight (LOS). Instead of
attacking or moving, any undisrupted ground unit1 in the field may call for artillery
support at the beginning of the assault phase against an enemy unit it sees. An empty
hex or an invisible unit is not a valid target.
The attack strength is written on the card as anti-S/anti-V value (p.ex.: Indirect Fire
9/5). Minimum range of the Indirect fire is written on the card. All indirect attacks
have following abilities: Shrapnel 2 + Inaccurate 1 + Blast (as a mortar shell).
1
Rem.: More precisely - any unit with some form of attack. Not the transport units like horses,
mules, tractors or trucks. Aircrafts cannot call for artillery support: only liaison and
reconnaissance planes like Fiesler Storch (Set 7) can spot for the artillery.

II. Indirect attacks are always considered as at "long range" when calculating target cover
(in indirect fire, gun muzzle speed does not affect the damage dealt to the target -
only size matters).

III. Indirect attacks always hit the Vehicle's Rear.

IV. Any indirect artillery attack w/o Spotter has Dispersion. If there is no unit with Spotter
SA aiming the artillery on target, roll 2D6. First roll represents "estimate", second
"reality". If the unit estimate is better (higher) than real situation, the attack hits the
hex. Otherwise the shell hit one of the 6 adjacent hexes surrounding target (roll third
D6 to decide which one).
*Try: Spotter adds a fix value to the "estimate" roll, or: Spotter increases the "estimate" roll to 6
(so on "reality" roll 6, you still miss the target).

V. Units with X+ ability have (for game purposes) unlimited range and can be used in
Campaigns at the Rear to bombard the enemy positions.

VI. Summary: During its attack phase, any combat unit can either move, fire or spot (in
addition to defensive fire action). However, only a unit with Spotter SA may direct an
artillery attack with adequate precision. An artillery unit can fire directly only against a
target in range. It may fire indirectly at any target it sees.

Example:
M7 105 mm has Indirect Fire 8/4:- At range 5+ Destruction 1
You can fire without LOS on 5 or more hexes, and you may even place this unit on Rear map. On
the roll 4+3, your first indirect attack hits the target infantry position with their cover reduced on
5+ (long distance, but with penalty -1 for Destruction ability). However, on the roll 4+4, you
missed the original target and you have to roll another d6 – and you may even hit your own units
close to the target, so be careful!

Artillery: Towing the artillery

I. A transport towing the artillery is slowed by 2 if the gun is Heavy, by 1 if the artillery
has no indication of weight and 0 if it's Light.

II. Some tractors are powerful enough to not to be slowed by towed guns (special ability
Heavy puller).

9
 Advanced rules (Colonels):- Extended rules for Artillery

 Counter-battery fire – you can aim your artillery fire at the enemy Rear next turn after
his artillery fired and thus revealed its position.
The attack has Dispersion unless attacking a Rocket launcher battery, which creates
too much light and smoke and is easily located. Now you know why Katyushas were
mounted on trucks.

 Heavy guns. All artillery pieces on wheeled carriage with "Heavy" SA (as in case of
Schneider 155mm) except AA Guns must be spiked in the ground while firing due to
the recoil effect. Therefore they cannot turn once unloaded (they may fire only on
targets in their frontal arc).
To rotate such a gun, you must use a Tractor vehicle or Horses.


 Expert rules :- Goodies for Artillery

 Gun crews have the possibility to use their


small arms and defend themselves against
close assault as infantry with anti-soldier
values 6/4/- instead of firing the gun.

 Rear/Front Artillery defense. For the


artillery models mounted with a front
shield add +1 to their frontal defense. This
shield is ineffective against air strikes and
indirect fire bombardment.

 Apply the Extended rules for Vehicles also


for Artillery units (exclude these with
"Light" SA). The artillery unit gets limited
cover in case its model has a frontal shield
(the unit in cover behind that shield is in
fact the gun crew). You will be then able
also to salvage abandoned guns from the
battlefield and rescue the gun crew in case
of gun destruction. The appropriate crew
card may be found in Set 7: Campaign
Support. Use a Gun tractor instead of
Recovery vehicle.

 All abandoned/destroyed guns can be manned by other infantrymen and eventually


turned against their former users. When a soldier:infantry unit (excluding these with
Few SA) steps on the hex with a destroyed/abandoned gun, roll a die. On a roll of 4+,
you can man that gun again (same action as boarding a transport); otherwise remove
the artillery model from the game: it's destroyed beyond repair.
All guns manned with other unit than its former crew get permanent Disruption.

10
PART V: Vehicles

Vehicles: Movement

I. Turning of the Vehicles. A vehicle may turn freely at the beginning or at the end of its
movement. However, while turning next to an enemy unit, it may become the target
of defensive fire.
Rem.: Guns (Soldiers:Artillery) may turn anytime, if not stated otherwise (p.ex. pegged heavy
guns in advanced artillery rules).

II. Reverse driving of the Vehicles. All vehicles – including these with Strike and Fade
ability – may move at Speed 1 only while moving at reverse gear (there are however
some exceptions as in case of Panhard or Autoblinda armored cars with doubled
steering).
When you want to drive them at full speed, you have to turn them first. This rule is
especially important for self-propelled guns and the vehicles with different frontal/rear
armour.

Vehicles: Transport

I. All towed and carried units may leave the transport before its movement in the
Movement phase or Attack phase. Treat this unloaded unit as moved in that phase.
Towed artillery with speed 0 is however unloaded only at the beginning of Attack
phase, so its preparation takes whole the turn. The transport towing an artillery unit
cannot carry more Soldiers (as the gun crew occupies the rest of the available space).
Rem.: In case of Heavy transport (Trucks), they may transport one soldier:artillery and one
soldier:infantry unit.

II. The soldiers with Mechanized Tactics ability can dismount after the Vehicle movement
in Movement phase and attack in the following attack phase.

III. - Units carried on the Vehicle with Exposed Transport can be directly targeted by
enemy fire and they may also shoot at the targets in their range as if the vehicle had
the ability Fighting platform (i.e. transported units can fire defensively/offensively
only from an immobile vehicle1). If any or both units are hit (Disrupted), they
dismount immediately with active disruption. This action is treated as unit movement.
1
Rem.: Logically, when you try hard to stay on the moving, bouncing tank hull, you cannot hold
your gun and fire. And yes, you can even fire with a MG or small mortar from a vehicle. Although
it seems strange, you may find it in historical documents.

11
- Units transported inside a Transport (as M3 Halftrack or SdKfz 251) are not affected
by vehicle disruption.

- Units combined with a Vehicle (AAMG on the tank turret, truck with mounted AT gun,
mortar on a half-track) form an integral part of the vehicle. All guns mounted on
vehicles get Fixed Rear Gun SA.

! Transported units loose during their movement all special SA related to the terrain !

IV. If any transport is hit second time (Damaged), all carried units are immediately
Disrupted and dismount. If the carrier is destroyed, roll a dice: on 1-3 the units are
destroyed before they can leave the Vehicle. On 4-6 they managed to escape, but with
face-down disrupted counter. This affects also the towed guns, as the crew is carried
on that vehicle.

V. If there is no space left in the hex where you unload your units, place all remaining
units behind the vehicle in its path of arrival.

VI. Vehicle towing a gun is counted as two units. A loaded Vehicle is one unit only.

 Advanced rules (Colonels):- Extended rules for vehicles

 All AFV's (Frontal Defense 3+) offer -1 limited cover to the infantry in their hex.

 All destroyed vehicles are turned on the side and remain as wrecks on the battlefield,
blocking the hex capacity. They may be collected at the end of the battle by victorious
side and re-used for 75% of their initial value, provided you have a Recovery vehicle
or Mechanics unit. The recovery vehicle ignores stacking limit of the hex while towing
a wreck. Maintenance shop reduces the “recycling fee” on 50%.

 Vehicle crew: If an AFV is destroyed,


roll a dice; on 4+, the crew managed to
escape. Place the disrupted crew on its
hex (See Set7:Support Cards; best
figure is a Kuomintang officer). When the
crew survives until the end of battle, you
may buy a new vehicle for 3 points less.
The crew retains all morale and
experience bonuses.
In addition, you may freely choose any
Vehicle to be abandoned: the crew
climbs out of the Vehicle instead of
moving in any phase.

! Recovering, leaving or manning a vehicle cost 1 movement point as for other transports !



12
 Expert rules :- Goodies for Vehicles

 Vehicle raid (optional). Being ran over is not a pleasant experience to share. If a
Vehicle arrives on the hex manned with enemy Soldiers (any type), they have to roll
on cover against the number of hits equal to frontal armor of that Vehicle. When
unsuccessful, the Soldiers receive active Disruption counter as if being hit by defensive
fire. Veterans and Elite units are immune against this attack.

 Vehicle defense (optional). Do not apply -1 defense for the damaged vehicle, as this is
already included in Disruption penalty and the armor is not really reduced by a hit.
This will favor vehicles use a bit.

 Vehicle defense (another option). Ignore the penalties cited above. Use the advanced
damage table (ADT) instead:

Roll Effect Description


1-2 D1/ Immobilized Damaged unit cannot move and has -1 defense.
3-4 D2/ Hull Damage Damaged unit has -1 speed and -1 attack dice on S/V.
5-6 D3/ Turret Damage Damaged unit has -1 to hit and -1 attack dice on S/V.
(if no turret, then Gun damage)

Damages D1-D3 are cumulative, but twice the same damage type = destruction. In
campaigns, when you use ADT, vehicle repairs cost 1/3, 2/3 or 3/3 value depending
on the amount of damage received. Immobile units staying in the enemy territory are
captured; to find more look at Set 7 Advanced rules for Vehicles.

 Capturing a transport. When an unarmed unit (like a truck, pack of horses or


mules) is adjacent to an armed enemy and no friendly unit are adjacent to
the transport, it is forced to surrender together with its cargo. The opponent
may choose to overtake this unit until the end of game or destroy it
immediately in its attack phase.



13
PART VI: Aircraft

Aircraft: Bombers and fighters

I. Aircraft are treated as Infantry while


being attacked and hit. Other units use
their AI dice values against them.

II. Aircraft:Bombers have 3 "lives": they


can continue flying while getting
damaged counter. Otherwise, they
follow standard rules for Aircraft.

III. All Aircraft except Bombers and Transport get +1 Agility bonus against ground
troops while flying low (i.e. at standard flight level; see Agility SA for details). It is
hard to intercept them from the ground, as units have only few seconds to react until
they disappear below the horizon.

IV. Flight altitude.


- High Altitude flight is optional for all Aircrafts. Unless stated otherwise, all aircraft
are entering the map at Low altitude. Aircraft flying high are treated as if being at
distance 30 from any unit on the battlefield.
- AA Defense. Only Flak units with Superior AntiAir X ability can hit the Aircraft flying
at High altitude. When you fly high you cannot fire at the ground units and you have
to count with Dispersion for each bomb attack (2D6, see Artillery rules for details). A
spotter on the ground cannot negate the air strike dispersion.
- Changing Altitude. A Bomber can climb at High altitude (or descend) anytime
between successive rounds. Dive bombers are an exception: they may descend
steeply in their movement phase, therefore starting their movement at High altitude,
but bombing at normal flight level. Fighters can change their altitude quickly, once per
turn (that's why this ability isn't mentioned on their cards).
*Try: Use this rule while landing on an airfield, descending from Low altitude to Ground.

V. Each weapon the aircraft has must be put in use at once, unless the aircraft card
states otherwise. You may drop the bombs at one bout or in straight line starting on
the bomber placement hex – move the model forward and drop on each hex 1 bomb
until you empty the bomb rack1. All rockets must be launched at a single target.
1
Rem.: This can create quite a mess, but the bomber is in danger of receiving successive hits
from nearby anti-air units.

Summary: If you think it is complicated here is the system: Everything what falls
from the sky (bombs&shrapnels) is Inaccurate, has Shrapnel and Blast and has
some level of Destruction (Bombardment equals to Destruction 3).


Aircrafts: Attacking ground targets

I. When an Aircraft is attacking ground units, it cannot respond to any air


attack at the same time; if you decide to defend yourself with defensive fire, you
have to interrupt the attack on ground targets. Only the heavier aircrafts with SA's
Tail Gunner/Gunners can attack/bomb the units on the ground and defend themselves
from enemy fighter planes in the same time.

II. No aircraft except these with Spotter SA can guide an artillery attack. Fighters
and Bombers have their own tasks and moreover in Second World War there was no
direct link between aircrafts and front-line units on the ground.

14
Aircrafts: Anti-Air defense
Units use their anti-soldier values to attack an aircraft. The non-flak artillery subtype
(Soldier:Artillery or Vehicle:Artillery) cannot attack an aircraft.

I. All units except non-AA Artillery (i.e. excluding Mortars, Howitzers, AT Guns, but also
Vehicles of that subtype) may attack Aircrafts within their range, instead of attacking a
ground unit, and hit them on the roll of 6+ on their dies. They cannot perform a
defensive fire against an Aircraft.

II. All units with Ad Hoc AA ability (AAA) may attack Aircrafts within their range, instead
of attacking a ground unit, on a roll of 5+ on one die (= MG and some vehicles armed
with AAMG). They can fire defensively at the range of 4 hexes in the aerial movement
phase. When a MG has Double Shot SA, it can also fire defensively twice.

III. Flak units (Flak, AA) with AntiAir X ability may attack Aircrafts within their range,
instead of attacking a ground unit, on a roll of 4+ on one die.

IV. Units firing at an aircraft cannot attack ground units the same turn, unless having Fast
Aim SA or other ability overruling this paragraph.


Aircrafts: Bombs and rockets

Some aircrafts can be optionally armed with bombs and/or rockets. When the aircraft has
multiple weapons, it must use up each of them at once.

I. Small bombs (1939): Cost 3 pts. Attack on 0 hexes. 8 dice against V&S
SA's: Inaccurate -1, Shrapnel, Blast, Destruction 2.

II. Bombs (1939): Cost 6 pts. Attack on 0 hexes. 12 dice against V&S
SA's: Inaccurate -1, Shrapnel, Blast, Destruction 3.

III. Rockets (1943): Cost 9 pts. Attack on 0-4 hexes. 8 dice against V & S
SA's: One success = 2 hits (both V&S).


Aircrafts: Special weapons
There is some extra armament for your aircrafts you might use in some scenarios:

I. White Phosphorus (GBR&US, 1944): Small bomb variant. Cost 7 pts. Attack on 0
hexes. 8 dice against V&S
SA's: Inaccurate -1, Blast, Shrapnel, Burning – once disrupted or damaged, the unit
is hit each following turn.

II. Napalm (US, 1944): Small bomb variant. Cost 7 pts. Attack on 0 hexes. 8 dice
against V&S
SA's: Inaccurate -1, Blast, Shrapnel, Flamethrower.

III. Torpedo (1939): Cost 9 pts. Attack on 2-4 hexes only. 12 dice against Ships/
Landing Crafts.
SA's: Inaccurate -1. One success = 2 hits. Torpedoes may be carried only by specified
units.

15
 Expert rules :- Goodies for Aircraft

 Landing and take-off. An aircraft may land and take off only at the airstrip, unless its
card states otherwise. When you use basic rules, the fictive airfields are located behind
the mapped area and all aircraft enter in the game "fully operational". However, in
case you are playing a specific scenario (Pearl Harbor 1941 or Liberation of Mussolini
1943), you might need to clarify this issue.

 Airfield. An aircraft needs at least 4 hexes


of undamaged and empty airstrip (concrete
or grass surface) to land or to take off.
Gliders and carrier aircraft may land
directly on the target hex. Take-off and
landing is performed during the air assault
phase instead of attacking. The aircraft is
parked / flying at the end of turn (the
attacks of ground units in their assault
phase depend on the status of the aircraft
unit). If the rolling aircraft collides with a
ground unit, both units are immediately
destroyed.

Rem.: An aircraft flying at High Altitude (SA High Altitude Flight) may not land immediately, but
has to descend to the normal altitude first.

 A landed aircraft is regarded as a Vehicle with Defense 1/1. When (rarely) a conflict
between landed Aircraft and ground unit occurs, the aircraft may fire only in frontal
arc (as a Vehicle with No turret SA). SA "Gunners" or "Tail gunner" allows the landed
aircraft to fire defensively against enemy planes.
Landed transport aircraft acts on ground as an immobile truck: Soldiers may board
instead of moving.

 Add-ons for parachute descent. While landing on a town or forest hex, the
paratroopers receive face-up Disrupted counters, as they plunge in the maze of
chimneys, roofs and tree branches.
A paratrooper unit may leave the transport flying at high altitude, but they remain in
the air until next turn, with face-up Disrupted counter (as they hang helplessly on a
parachute). They roll on Dispersion both turns.

 Downed aircraft (optional). A destroyed aircraft hits the ground 1d6 hexes (2d6 when
flying high) in direction of flight from the position where it was brought down. At the
point of impact the wreck hits all units with the effect of a Small bomb (Fighter) or a
Bomb (Bomber). All carried bombs immediately explode as well.

Rem.: This option can be used to represent kamikaze attacks by Japanese fighters.

 Dogfights (optional). Any aircraft may participate in a dogfight. Planes flying high have
greater visibility than planes flying close to ground. On the other side, they are visible
from ground at longer distance and the moment of surprise is quickly lost. For the
different attack bonuses, see the table below:

16
Unit type Target Type Effect*
Fighter, Low altitude Plane, High altitude Re-roll a success/
Change altitude to High
Bomber, Low altitude Plane, High altitude Cannot attack

Plane, Low altitude Ground Unit Bombing without Dispersion

Ground AA Unit Plane, High altitude Anti-air defensive range x2

Fighter, High altitude Plane, Low altitude Re-roll one die/


change altitude to Low
Bomber, High altitude Plane, Low altitude Cannot attack/
Anti-Air defensive range x2
Plane, High altitude Ground Unit Bombing with Dispersion/
Cannot fire at
Ground AA Unit Plane, Low altitude -

* Units of the same type at the same level are not affected. Use tokens to record the altitude.

PART VII: Maps

Maps: the Rear

This is the premise for the use of Campaign rules. Rear map consists of one map, which is
separated from main battlefield on player's side, but where you can place your Reserves and
Support (Artillery and Aircraft) units. We will call the space between two maps "No man's
land".

Rem.: In Set 6, we will not mention the Reserves, as these units are designated for campaign use.

I. Movement on the rear map


Movement on the Rear map is performed as usual, together with the movement phase
of Main map units.
To transfer the unit on the main Battle map, you have to leave first the Rear map. If
you decide to move the Aircraft from Rear map in the 1st turn, you have to enter in the
"No man's land". So air units are unavailable for the 1st turn and can appear on the
main battlefield at the beginning of the 2 nd turn. Then, at the end of 2nd turn, the
Aircraft can choose to leave the Battlefield on any player's side and even enter
(eventually) enemy Rear map in 3rd turn.

II. Fight on the Rear map


Only Artillery, Paratrooper, Partisan and Aircraft units can attack the enemy units at
the rear. The units deploy and fight according to their normal rules.

17
Maps: Hidden deployment (optional rule)

A/ Simple version

I. Field camouflage. Place the unit with the Field Camouflage SA on the battlefield only
at the moment, when you first use it. It must be placed in your deployment zone - not
on a hex adjacent to an enemy unit not even at medium range against an enemy unit
with Reconnaissance ability.

II. Superior camouflage. Place the unit with the Superior Camouflage SA at the
moment you use it for the first time (Spotter starts spotting, Sniper fires). It must be
placed on a hex providing cover, not in the enemy deployment zone, not even
adjacent to an enemy unit or in the line of sight of an enemy unit which is able to see
your unit.
Do not hide these units afterwards.

B/ Advanced version

– Playing with Hidden Unit Markers:

 Print these markers twice. Each represents one unit:


 Place one on the board and put one with the same number on
your card (or better, put it inside the protector foil to prevent
number mixing).
 Sword points out the hex the unit is facing.
 When an enemy unit has LOS of the hidden unit, reveal this unit
to the enemy.
 Once revealed, do not cover the unit (simple version).

! You are not allowed to look on opponent's unit cards with numbers !

When the unit is cover, roll on cover first (as if attacked) at the beginning of each
phase the enemy has Line Of Sight on your unit and also each time the hidden unit
attacks. If you succeed, do not reveal this unit to the enemy.

Rem.: As you can see, a hidden unit in cover may in rare case destroy an enemy without being
discovered.


Maps: Where to get them

There is a large collection of maps on official WotC pages; you can also look at
following links to grab more pieces:

Black Knight Foundry: http://riversidegaming.myfastforum.org/forum8.php


ForuMINI: http://aaminis.myfastforum.org/forum3.php

18
PART VIII: Campaigns
These unofficial rules may help you to enrich the Axis and Allies Miniatures ® game with the
features yet unknown. You will be able to strategically build up your reserve units and conduct
long campaigns. As all additional features are increasing the complexity of the game, they are
intended for experienced players.
If you are not a veteran HHR player, stay at the basic "Captain" level. Once you begin to
familiarise yourself with Campaign rules, you might want to explore the Colonel level. And for
these who like to experiment and discover new ways, they will surely find the General level
inspiring.

 Campaign rules:- Basic level (Captains)

I. Idea

Each campaign consists of several scenarios. Campaigns are using standard [5x8 hexes] battle
maps with Main battlefield of 3 or 4 sheets and 1 Rear map sheet for each player.

MAIN
REAR MAIN

MAIN MAIN REAR

or

Rear map consists of one map, which is separated from main battlefield on player's side, but
where you can place your Reserve and Support units. We will call the space between two
maps "No man's land". For the illustration, the distance represented by “no man’s land” is
approximately three kilometres (two miles).

II. Support units

Aircraft, howitzers, AA guns, rocket launchers, warehouses, hospitals ... all these units are
located in the Rear to aid your war effort. To use the Support units, you must respect
following rule: the value of this group is limited on 1/3 value of the main army.
It is also recommended to delimit the quantity of models in play on cca 1/5 of the army value
(ie. 20 models in 100 pts army, with additional 10 figures in Support and Reserve groups).
You cannot use any Reserve unit as a Support unit, but you can send a Support unit on the
main battlefield.
Logical explanation: Artillery and other support is relatively expensive way of warfare and need large
logistics operations to maneuvre and fire. Therefore only a limited amount of guns and depots can be
used for this section of the front. Remember, in basic scale, you battle takes in reality 10 minutes at
maximum, with cca 150 men fighting on each side.

19
* Try: Join “Support” and “Reserve” categories – any unit
in the Rear can be chosen to stay or go on the main
battlefield. This bring very different strategy in the game,
however you may soon face a player playing high with 100
pts of artillery pieces at the rear.

You can use any Artillery as Support (Flaks,


Howitzers etc.). Support units may fire on the Main
(or enemy Rear) maps only if they have
"unlimited" range (Written as: Indirect Fire:- At
the range X+). The ammo dump, fuel station,
headquarters and similar facilities are also Support
units, which affect your units on the front line
indirectly.

! Attention: If you do not have any transport


available for the heavy guns and stores located at
the Rear, you won’t be able to move them in case of
the defeat – they will be simply overrun (= they will
became units on the main battlefield) or abandoned
in case of your advance !

To transfer the Aircraft from the Rear on the Main battle map, you have to leave first the
Rear map. If you decide to move the Aircraft from Rear map in the 1 st turn, you have to enter
in the "No man's land". So air units cannot appear on the main battlefield before the beginning
of the 2nd turn. Then, at the end of 2nd turn, these planes can choose to leave the Battlefield on
both player's sides and even enter (eventually) enemy Rear map in 3rd turn to attack the units
positioned there.

III. Reserves

The value of this group is limited on 1/3 value of the main army (rounded down). When
you place the Reserve units in your rear, you have to keep in mind that these units are
moving to the front (although this movement is not shown during the scenario) – guns are
towed, infantry is loaded on the trucks... These units are much slower than Aircraft units - this
is the reason why they will not reach the Main map before next scenario. But, as they can be
still attacked while moving to the front, consider these units present on the Rear map terrain
for the whole duration of 1st battle.

Other friendly units than Aircraft do not leave the Rear map during the battle. But
you may move them within this map if you want so. Enemy units appearing on your Rear map
may leave it through any border.

! None of these units can attack enemy units on the Main map. Units at the Rear may
still be attacked by (and attack) enemy planes, partisans, paratroopers and other units which
will deploy on their Rear map !

For next battle scenario in the row, you may add these Reserves to the surviving units
conserved from previous fight + the units bought from bonus points received by reaching
scenario objectives.

20
IV. Details

Rules for base campaign:

a) Purchasing armies

 Each player has 150 pts for Main army, 50 pts for Reserves and 50 pts for Support
units (= Ammo dumps, Artillery, Flak, Aircraft etc.)
Rem.: Conserve same proportions for larger or smaller armies; i.e. when playing 75 pts army,
put 25 pts in the Reserves and 25 pts for the Support units.

 Each objective in the 100-points scenario has the value of 10 pts. Use hills, towns,
railway stations and other strategic points as objectives. It is reasonable to place at
most the value of objectives equal to the Support units value (3 objectives for a 100
pts army is an optimum).

b) Units

 Units on the Main map and units at the Rear follow the same HHR rules for movement,
fight or damage/destruction.

 You may save any unit by moving it out of the main map (retreat) out of the friendly
player's edge. These units cannot re-enter this battle, but they can be redeployed
again in the next scenario.

* Try: In your army, you should use at least two base infantry platoons. Otherwise you may use
any unit available for the specific nation and year you are playing.

c) Deployment

 First scenario in the campaign is usually an encounter battle – both sides deploy 2
hexes from the edge of his side of the main map set.

* Try: Add the Initiative bonus of your best commander to the deployment roll.

 In following scenarios, the player who lost first battle is now the Defender, the
victorious side takes the Attacker. Defender deploys in the 2 hexes area around the
objectives, which are all located on his half of the Main map set. Attacker places his
units 2 hexes from the opposite edge.
Rem.: For the deployment of Obstacles (mines, barbed wires), the quantity of these objects
should not exceed the number of other units in the army and they are deployed up to 6 hexes
away from the targets.

 Units with particular mode of deployment are: Aircraft, Support (Fortifications


and Agents), Paratroopers, Partisans and Scouts (like Motorcycles).

- Agents deploy next to a unit at the enemy Rear; their use on main battlefield is
forbidden – they are not combat units.
- Aircraft start independently off-map behind the friendly Rear map edge (in
Campaigns) or behind the friendly side of main battlefield edge (in Scenarios with no
Rear maps). When not attacking in their air assault phase, they may navigate artillery
indirect fire on units they see.
- Fortifications may be placed anywhere at the Rear as a part of Support/Reserve
group, or on the main map up to the 4 hexes from friendly deployment zone. They are
immobile and stay at the same position and orientation even if the combat zone
moves. Bunkers and pillboxes act as an immobile transport Vehicle with "No turret"
SA: they cannot fire on the unit located in their hex or out of their visual field.

21
- Paratroopers may be used as an ordinary infantry or dropped from an aircraft
(search Advanced rules section for Parachuted units); in a simplified version, you may
deploy them for extra 2 points/unit on any hex on the Main battlefield or at the Rear
not adjacent to an enemy unit. This simplified drop is carried out in paratroopers
assault phase (treat these units as moved).
- Partisans may be used as an ordinary infantry or they may appear on any hex at
the edge of Main map or Rear map not in the enemy deployment zone and not
adjacent to an enemy unit; their deployment is carried out when both sides have
deployed their main armies.
- Scouts can be deployed as an ordinary infantry or they may follow the Partisan rule
for deployment.

d) Evaluation of 1st battle

 After 7 turns or when there are no enemy units present on the main battlefield, the
battle is evaluated; if one side controls more objectives than the opponent, the
scenario is over and he is the winner. In case the result is a tie (Remember: disrupted
units do not control an adjacent objective !) the fight continues until 10th turn.

* Try: Loosing player may persist on continuing the game if he is convinced that he is able to
reverse the outcome.

 In case that even in 10th turn you cannot decide who has won, first day is over and a
short truce takes place. All remaining units retire in 2 hexes area around the
objectives they control and Reserves from both sides arrive at the edge of the battle
maps as fresh reinforcements. New recruits bought from controlled Objective points
are placed in the Reserves.

 All units of losing player are removed from the battlefield except the ones you have
next to the enemy units – you have to try to move them immediately out of
adjacent hexes, otherwise the unit is lost (or captured, see below). Winner's units may
try to interrupt their escape with Defensive fire.

* Try: Captured units may be placed in the Rear instead of destroying them. In case of the
vehicle/gun capture, the crew becomes P.O.W.'s and the vehicle/gun may be re-used (see
Extended rules for vehicles). These units may be set free if the tide of war turns against former
jailer, or used as hostages.
You may also try to convert these units: roll a die. If you roll 6, the captured unit turned its coat
and will join your cause in following battle. Fanatical units may not be captured or converted:
they choose honorable death instead.

 In case of victory of one side, the winner may decide if he continues in quick assault
or he will choose more cautious, slow advance ahead; in case of the assault, he may
replenish his main units only from Reserves and Victory points (VP) - proceed to the
point e). In the campaign, a player who chooses assault gains 2 VP, in case of advance
only 1 VP.

e) Re-supplying

 From the points you earned by winning the scenario, you may buy new units. Count
your points with following rule:

Winner is moving into enemy territory

TOTAL = Surviving units + remaining Reserves arriving on the battlefield + Points


from all map objectives + 50 pts1 to re-supply Rear units up to their maximum size.

22
Looser is retreating

TOTAL = Surviving units (nor destroyed, nor captured) + remaining Reserves arriving
on the battlefield + Reinforcements2 up to the initial main army size 1 + 50 pts1 to re-
supply Rear units up to their maximum size.

1
Modify this value according to the initial size of your army, see point II of Campaign Rules.
2
Fight moves on his territory, the defender is now closer to his resources; he receives “bonus
reserves” = reinforcements.
3
While using Experience rule, all new arrivals are Rookies.

Example:

Victory points received when playing with 100


points armies:

a) Winner has 60 pts in Survivors + 25 pts


Reserves + 20 pts reached Objectives =
105 pts for the second battle (and
additional units in surviving Support group
and +33 pts to regenerate the Reserves
and/or Support units in the rear)

b) Looser saves 30 pts in Survivors + 33 pts Reserves + 10 pts held Objectives + 27 pts
complement Reinforcements = 100 pts for the second battle (and additional units in
surviving Support group and +33 pts to regenerate the Reserves and/or Support units in the
rear)

As you see, this is an average result, which can be further changed by adding more valuable
Objectives in the scenario. As it is very risky business to command a total war, the players
usually start to retreat when the loss becomes inevitable. However, you can see here many
interesting strategic features: should I build offensive group in my Rear to make a Blitzkrieg or
should I keep there some AT guns and bunkers as a back-up for possible retreat? Should I buy
strong but fragile aircraft to my Support group or rely on the Artillery? Is it better to concentrate
the attack on the main enemy spearhead, or to reduce his Reserve units for anticipated advance?

f) Second scenario

 Now, it is time to change the battlefield. In case of the assault the Defender places
his original Rear map as a part of new Main battle map (with all immobile units
without proper transport). Attacker chooses one of the original Main battle maps as
his new Rear map. And finally, the defender completes the Main battle map set (as it
is now on his territory, he can choose the battlefield layout).

 See the point c) for new deployment details.

MAIN as REAR as LOOSER


NEW REAR NEW MAIN NEW MAIN

WINNER NEW MAIN NEW REAR


NEW
M AIN

or

23
NEW REAR
NEW MAIN

NEW MAIN
territory as
Old Neutral

REAR as
ne w Rear
TERRITORY
NEUTRAL
NEW

 In case of advance strategy are maps exchanged as in above mentioned scheme, but
the game continues with central layout (meeting engagement with objectives in 5
rows in the middle of the main map, no defender). Both players re-supply on original
army size (usually 100 pts) as if both were losers (see point e) of the chapter IV).
However the winner of the previous game receives a bonus for the Reserves
equal to the value of Objectives captured. This represents increased interest of
HQ in this offensive resulting in higher priority of supplies.

g) Winning the campaign

Campaign is decided under agreed terms; you can try following goals:

 “Limited resources” - You have a reserve of 300 pts at the beginning of the game
with the limit of 150 pts in the main field army. When one side runs out of points pool,
count the amount of objectives reached (or units destroyed). A player who used his
resources best way qualifies for “General” title. Usable for multi-player
campaign/tournament played on predefined maps.

 “Sudden death” - In this variant, you do not replenish the reserves. Once wasted,
you are facing slow, bitter end. Useful for short campaign.

 “Balance of power” - Write down following scale: ... -3 / -2 / -1 / 0 / 1 / 2 / 3 ...;


both players start on the “0” point. Once you win, move the balance towards the
enemy. When you reach the agreed value (for ex. “3”), you have reached the center
of enemy forces (Berlin, Moscow etc.). If you win this last scenario, you have won the
game ! Best for two lonely players.

 “Multiple fronts” – For equally strong teams. Each team member has one adversary
and one map set (part of the bigger “front line”). His results may influence whole the
team – if he loses his game, the enemy can choose to pursuit him on new map or to
help one of the adjacent team mates.


 Advanced rules (Colonels):- Repairing and Healing

You have to repair the damaged vehicles for 50% of the price, otherwise they remain
damaged. Maintenance shop reduces the “repair fee” on 25%. Field hospital can
heal (“resurrect”) any destroyed soldier:infantry unit after the battle on the roll 6+.

*Try: Reduce the final amount of re-supply points by “maintenance fee”: 10% of the total value
(rounded up) of vehicles and infantry value you control; it represents the resources needed to
resupply the ammunition, food or spare parts. Each dump in your rear (Ammo, Fuel) reduces
this value by 5%.



24
 Advanced rules (Colonels):- Unit promotion

Each unit which has survived on the battlefield may receive new status - "Veteran" or
"Elite". You are also allowed to give a limited amount of medals to your units (all these
Experience upgrades bring new abilities):

 Rookie:- You may start with inexperienced units.


These are 10% cheaper (rounded down), but have
Lack of determination and -1 attack dice. If such a
unit survives one battle, it loses its "Rookie"
status. In the campaign, when getting
Reinforcements you will receive only
inexperienced units.

 Veteran:- If a standard unit survives one battle,


it gains "Veteran" status. A veteran unit may
move while disrupted. If your campaign allows
buying these units, their price is base unit price
+10% (rounded up).

 Elite:- If a Veteran unit had destroyed in one


battle units of total value twice its own value and
survived, it gains "Elite" status. An elite unit gains
Determination: remove the active Disrupted
counter at the end of its movement phase. If
bought, their price is base unit price +25%.


 Advanced rules (Colonels):- Medals (optional)

Medals are given to units which have performed remarkably well during the battle.
They give the unit some special abilities. However, there are some qualifications to be
fulfilled first:

Title Pre-requisites Ability


Of Bravery In one battle, destroying an enemy unit in close Close Assault and HtH +1
combat/ HtH attack; one medal per battle. (if applicable)
Of Endurance Surviving an attack of 3+ different units. Suppressive fire: This unit has
un-limited number of defensive
attacks.
Order of Merit First friendly unit to capture an objective; one Elan: +1 Def against Defensive
per battle. Fire attacks
Of Honour When disrupted, destroying a unit; one per Tough: Ignores -1 penalty when
battle. shooting disrupted.
War Cross Destroying units in one battle with value of Attack bonus +1 (may not
more than twice its cost; one per whole Army. increase the unit hit chance over
3+).

! No medal can be given twice to the same unit. No unit can receive two medals in one battle !



25
 Expert rules (Generals):- Weather

This option uses Hidden deployment and limited visibility (Fog of War) rules.

a) Hidden deployment

- see Set 6 rules.

b) Fog of War

When playing under standard weather conditions the visibility is 16 hexes (if the unit SA
does not state otherwise). Other parameters are shown in following table:

Daytime Base visibility Weather Modification


Dawn Visibility 8 Clear Base visibility x1,5
Day Visibility 16 Cloudy None
Dusk Visibility 8 Rain/Snow Base visibility /2, no aircrafts
Night Visibility 4 Snow Visibility base /modification
covered x1,5

Examples: A clear night in snowy countryside has visibility 4x 1,5x 1,5 = 9 hexes. Same night while
snow is falling has visibility of 3 hexes only. In a rainy day, you will see on 8 hexes.

c) Night Combat: Simplified version

During the night, all attacks against unlit targets at other than short distance have -1
penalty on each attack die. You may use Flares or Searchlights (Set 7: Support unit) to
negate this effect.

Flare (1939): 1pt / battle – Allows any infantry unit to fire a flare in its assault phase in
addition to its normal attack(s). The flare can be fired up to 4 hexes away from the unit’s
current position and illuminates the target hex and all adjacent hexes for the rest of the
turn.

d) Terrain modifications
Snow covered/muddy ground

 Vehicle movement is reduced by 1 minimum 1.


 All road bonuses are negated.
 Soldiers with speed 1 have their speed reduced on SA “Relocate 1”. All
artillery pieces except these with Speed 1 cannot be relocated unless being
towed by a tractor. In case of snow covered terrain, infantry on skis is not
affected by this effect.

+ In subzero temperatures, swamps and


lakes are frozen. When a Vehicle
crosses the ice, it must roll on the
movement: take the frontal defense of
that Vehicle. If you roll less, you broke
the ice and the Vehicle is immobilized
until the end of game. When the ice is
hit by a heavier gun with Destruction X,
it reverts to the original terrain. Mark it
by “Explosion” counter or similar.

26
 Expert rules (Generals):- Morale

 All units have some level of morale. Under standard conditions, a unit which receives
disrupted counter is disrupted next turn.

 If the unit has (or gains) superior morale, roll a D6 dice whenever the unit receives
active disruption; on 5-6, remove the disrupted counter immediately.

 If the unit has (or gains) lack of determination (l.o.d.), roll a D6 dice whenever the
unit receives active disruption; on 1-4, put a destroyed counter on this unit.

Morale modifiers

+ An elite unit has superior morale until disrupted.


+ A unit awarded with medal has superior morale until disrupted.
+ A unit which destroys an enemy gains superior morale (or loses lack of
determination/l.o.d.) until disrupted.
+ Any commander removes l.o.d. from all adjacent friendly units.

- An inexperienced unit has l.o.d.


- A unit standing alone w/o LOS or radio contact on other friendly units gets l.o.d.; this
does not affect veteran or elite units.
- A unit whose last adjacent friendly unit has been destroyed gets l.o.d.; this does not
affect veteran nor elite units.
- A unit whose last adjacent friendly unit has been destroyed gets l.o.d.; this does not
affect veteran nor elite units.

* Try: If a vehicle is destroyed because of failed roll on l.o.d., it is abandoned instead of being
destroyed; place a disrupted vehicle crew on its hex. This crew may be rallied to re-enter the vehicle
if it loses disruption.

Notes

 Different ammunition: This option was abandoned due to the enormous increase in
game complexity. All guns have their attack dice calculated for the most common type
of ammo used.
 Orders and radio communication: Again, with these features, the complexity of
such a game would be enormous.
 Ships: You may use WaS models for naval support units. For the campaign purposes
it is also possible to combine WaS and AAM battles – the result of naval encounters
may for example affect the amount of reinforcements the convoys will unload in your
territory.

 All units for AAM:HHR cards were chosen to be easily bought or created by modifying
existing units. Look at the site of www.panzerpainter.com to see some nice examples.

27
PART IX: Resources
1. Card sets related to AAM:HHR

Set 1: Base Set


Set 2: Eastern Front
Set 3: Contested Skies
Set 4: D-Day
Set 5: Reserves
Set 6: Friendly Fire
- Set 6 Expansion: North Africa
Set 7: Generals
- Set 7 Expansion: Eastern Front II
Set 7: Support cards
Set 8: Confidential (Late 2009)

MiniSet: Heroes (Summer 2009)


MiniSet: Steam Panzers (Summer 2009)
MiniSet: Burning Oil (Fall 2009)
MiniSet: Event cards (?)
MiniSet: SdKfz 251:Jack of all trades (?)

2. Books related to AAM:HHR

AAM:HHR Rules (this book)


AAM:HHR Rules Amendment 1: Missions
Fields and Counters List

3. Acknowledgement

Avalon Hill Forum team – for previous HHR development


Vornargith - Cards layout & design
Snori, 666, Max, Boris, Steven, Westenschlachti, BautyF – Test players
& many others for playing with these new rules

28

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