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© 2009
 
AAM:HHR 
Ver. 3.0 May 2009Introduction 
These unofficial rules may help you to enrich the Axis and AlliesMiniatures
®
game with the features yet unknown. You will beable to strategically build up your reserve units and conduct longcampaigns. As all additional features are increasing thecomplexity of the game, they are intended for experiencedplayers.If you are not a veteran HHR player, stay at the basic "Captain"level. Once you begin to familiarise yourself with Campaignrules, you might want to explore theColonellevel. And for thesewho like to experiment and discover new ways, they will surelyfind theGenerallevel inspiring.We don't want to violate any copyright related to original AAMthink-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, twodefense numbers and a card space for about four abilities. For example, all vehicles witharmor 5-20 mm thick have Defense Value 2 – because the game scale does not cover such aminor difference.Therefore, we were more focused on historical atmosphere and feeling than on an exact andtechnically 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 onthe card. An experienced player might think other abilities suit that unit, but those are theones we thought were most important. Right now, the "Me 109E" card covers all versions oMe 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.) foraircraft and trains, but you may apply these rules for any scale from 1:72 down to 1:300 aslong as you remain consistent in its use. All cards issued under this system should have amodel 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 andwe 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. Incase of defender-attacker scenario, the Defender deploys 2 hexes around heldobjectives and attacker 2 hexes from the opposite map border. Obstacles may beplaced 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 enemyunits (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 7
th
turn when both players resolve alltheir counters. If the winner is not decided yet, the game continues until the end of 10
th
turn.
a)
Any unit placed next to the objective hex with active (face-up) disruptioncounter is not holding it.
b)
A unit without attacking ability may never control anobjective (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 toadd, exclude or modify any of the existing rules before the game starts if both sidesagree on this selection. However, changing the rules during running game is neverallowed.
Initiative
I.
Unless playing a specific scenario from Amendment-1:Missions for AAM:HHR,roll 2d6on initiativebefore you choose a map set. Add your best commander's initiative toyour roll (+Init). The player with highest score has tactical advantage and mayproceed to set up the battlefield.
II.
Roll for second time 2d6+Init before Deployment phase. Again, the player who wonmay 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 maychoose who will have the upper hand for the first turn. Repeat this roll at start of anyfollowing turn.
Disruption / Damage
I.
Disrupted unitis a unit under fire, pinned / buttoned or panicking. Disrupted unitshave -1 to hit and -1 defense; they cannot move unless having special abilitieswhich are overruling this statement.
II.
Cumulative Disruptionoccurs in case of multiple defensive fire against one target. Theeffect of active disrupted counters is cumulative and each successive hit reduces thechance of the target to hit in its attack phase by -1; however it does not furtherreduce the target's defense.
III.
Damaged unitis usually a vehicle with damaged turret / track / hull. This unit haspermanent penalty -1 to hit, -1 defense and speed reduced by 1.
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