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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