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Rulebook HHR4.0

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    HISTORICAL HOUSE RULESMAY 2011

    EYES ONLY

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    IntroductionIntroductionIntroductionIntroduction

    Greetings, Commander!

    These unofficial rules may help you to enrich the Axis and Allies

    Miniatures game with the features yet unknown. A lot of rules are

    optionally. Besides the basic rules you will be able to pick the ones

    you like to build the best gaming experience possible. Additionally

    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.

    I don't want to violate any copyright related to original AAM think-

    tank, therefore i will not copy here the exact contents of the

    Advanced RulebookAdvanced RulebookAdvanced RulebookAdvanced Rulebook included in the Starter set - take it as a

    prerequiiste for playing with the following rulebook.

    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 represents 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 to five abilities. For example, all vehicles with

    armor 5-20mm thick have Defense Value 2 - because the game scale does not cover such a

    minor difference. All vehicles with speed 15-23 km/h will receive Speed 2 etc...

    Therefore, i was more focused on historical atmosphere and feeling than on an exact and

    technically accurate simulation of historical combat. I think I can show how it 'looked like' and

    what the consequences were, though not exactly 'how' it worked.

    Most Axis & Allies Miniatures players use 1:100 (15mm) scale models for ground units and

    1:300 (approx.) for aircraft, but you may apply these rules for any scale from 1:72 down to

    1:300 as long as you remain consistend in its use. Personally, i use 1:144 (12mm) scale for

    ground units and 1:200 for aircraft and it works fine. All cards issued under this system should

    have a model available on world-wide market at least in one scale.

    I believe that you will find the Historical House Rules useful and enriching if you give them a try

    and i hope that you will stay with me to continue in the development of this excellent game :)

    Rules marked as "*Try:" are enriching, but purely optional.

    Additional informations, rulebooks, counters and cards, as well as the possibility to post your

    ideas and criticism, are available in the HHR4.0 ressource thread in the Axis & Allies forumini:

    http://aaminis.myfastforum.org/AAM_HHR4_0_cards_and_rules_about24287.html

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    PART I: Elementary MechanismsPART I: Elementary MechanismsPART I: Elementary MechanismsPART I: Elementary Mechanisms

    About the Historical House Rules list: 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 a running game is not allowed.

    BasicsBasicsBasicsBasics

    I. Deployment: Both sides deploy up to 2 hexes from their respective map border. In case

    of a defender-attacker scenario, the defender deploys 2 hexes around held objectives

    and the 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 the 6 units may be a Vehicle and one Aircraft at the maximum. With 2"

    map hexes, use 2+2 stacking limit instead.

    III. Winning Conditions: If you dont play a specific scenario, the game is evaluated after the7th turn when both players resolve all their counters. If the winner is not decided yet, the

    game continues until the end of the 10th turn.

    Rem: Any unit placed next to the objective hex with active (face-up) disruption counter is not

    holding it. A unit without attacking ability may never control an objective (horses, trucks, etc...)

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

    InitiativeInitiativeInitiativeInitiative

    I. Unless playing a specific scenario, 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 / DamageDisruption / DamageDisruption / DamageDisruption / 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 attacks 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 assault phase by -1. However, it does not

    further reduce the target's defense.

    F.e: 2 or more Anti Aircraft Guns shoot defensively at one Aircraft. The Aircraft suffers a -1 to each

    of its attack dice in its assault phase for every disrupted counter on it from the defensive-fire

    attacks.

    III. Damaged unit is usually a vehicle with damaged turret, track or hull. This unit has

    permanent penalty -1 to hit, -1 defense and speed reduced by 1.

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    PART II: The HHR cardsPART II: The HHR cardsPART II: The HHR cardsPART II: The HHR cards: A Brief Description: A Brief Description: A Brief Description: A 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. Each change will be

    traceable in the changelog section of the main HHR thread in the Axis & Allies forumini.

    Detailed Description:Detailed Description:Detailed Description:Detailed Description:

    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 those nations, where that unit appeared in a battle AND in substantial numbers

    (tens of pieces at least).

    Theatre of Operations: You may find on the bottom right side the area of employment for the

    main nation, on the bottom left side there are secondary owners. Small symbols under national

    flags show the individual rarity modifications. Zones of operations are as follow:

    WERWERWERWER = Western Europe (France, Belgium, Holland, Norway, ...)

    MEDMEDMEDMED = Mediterranean (Africa, Middle East, Greece, Yugoslavia, Italy, ...)

    PACPACPACPAC = Pacific Islands

    CBICBICBICBI = China, Burma, India

    MISCMISCMISCMISC = Multiple theaters according to the unit national availability

    BERLIN, JAPAN, ...BERLIN, JAPAN, ...BERLIN, JAPAN, ...BERLIN, JAPAN, ... = Specific national theatres

    Captured units (marked by a 'C' on the national flag on the bottom left side), like a T-34 tank

    used in Finnish army, cost 20% more points (rounded up). There must have been an extra

    material and life investment forgoing its conversion.

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    Asterisk: Usually positioned to the left of a specific SA. Means that the special ability cannot

    be used while the unit is disrupted. Commanders may not usually comand while they are

    disrupted.

    Rem: A Commander's abilities affect also himself.

    Unit Subtypes:

    Infantry:Infantry:Infantry:Infantry: Commander, Sniper, Partisan, Spotter and Special are Infantry subcategories.

    CavalryCavalryCavalryCavalry: Cavalry and its Commanders and Animal are Cavalry subcategories.

    Tanks:Tanks:Tanks:Tanks: Tank, Heavy Tank, Tank Destroyer, Assault Gun, and Artillery are Tank subcategories.

    PART III: DefensePART III: DefensePART III: DefensePART III: Defense

    DefensiveDefensiveDefensiveDefensive----Fire attacksFire attacksFire attacksFire attacks

    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 defensively against

    Soldiers. Defensive-fire attacks can be used on any of the 7 (including the own) adjacent

    hexes against:

    a) units moving from one adjacent hex to another adjacent hex

    b) units leaving adjacent hex or turning in it.

    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 a multiple infantrymen squad. Therefore

    there is no need to 'turn' infantry.

    Rem: Defensive Fire is restricted by special abilites (No Turret, Fixed Howitzer, etc...). Disruptedunis cannot fire defensively unless having special abilites.

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

    counter. No unit can be damaged or destroyed by a

    defensive-fire attack.

    *Try: Defensive-fire attacks will be as lethal as standard

    attacks. This way you could 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 attacks, but finish their charge

    anyway.

    IV. All ground units except these with AA and adhoc AA Ability cannot make Defensive-fire

    attacks against Aircraft.

    Expl: 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.

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    Enhanced CoverEnhanced CoverEnhanced CoverEnhanced Cover

    I. Cover roll can be used against any attack. Even against defensive-fire attacks. If a unit

    successfully evades the defensive fire, it does not become Disrupted.

    II. A unit which successfully passes the Cover roll cannot be more than Disrupted (even ifalready Disrupted).

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

    a) At long distance: Soldiers cover on 4+, Vehicles cover on 5+ as in standard AAM rules.

    b) At medium distance: Soldier cover on 5+, Vehicles cover on 6+ (penalty -1)

    c) At short distance: Soldier cover on 6+, Vehicles cover on 7+ (penalty -2)

    d) All ground targets are considered at long range to Aircraft positions. Therefore cover

    and visibility against Aircraft is not reduced by distance and units with 'Superior

    Camouflage' SA cannot be discovered by an Aircraft.

    Rem: 7+ is not equal to 'no cover at all', because the correction by unit abilities is still possible.

    IV. The Bombardment special ability was deleted in HHR. Destruction ability is used instead

    and indicates how much the target cover is reduced (-1 to -4) depending on the caliber of

    the gun. Approximate table for gun calibers is: 250-200mm: -3, 200-150mm: -2, 122-

    100mm: -1, Smaller caliber: no change to the target's cover.

    V. Concealing: Concealed units have +1 on cover rolls on any terrain. Any Soldier 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. (use special HHR counter) Concealment can be

    cancelled only by movement out of the hex.Expl: 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, ...

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

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    PART IV: InfantryPART IV: InfantryPART IV: InfantryPART IV: Infantry

    ParatroopersParatroopersParatroopersParatroopers

    I. Airborne units (with SA Paratroopers) can be deployed in your deployment zone before

    the start of each scenario according to the standard rules for deployment (i.e. as footsoldiers).

    II. In case you want to deploy these units behind enemy lines anywhere on the map, you

    need an Aircraft with Airlift SA (Junkers Ju52, Dakot C47 Skytrain, etc). Paratrooper

    units jump in the aircraft assault phase according to a few rules:

    a) Paratrooper units drop in the hex of the transporting Aircraft.

    b) The drop is always affected by Dispersion (see PART V: Artillery section).

    c) Paratrooper units are inactive until the end of the turn. They cannot attack or respond

    defensively (as they have to collect weapons and buddies).

    d) When landing on a town or forest hex, the paratroopers receive a face-up Disrupted

    counter as they plunge in the maze of chimneys, roofs and tree branches.e) If the transporting Aircraft is disrupted before the units it carries have left the board,

    all dropped units become disrupted.

    f) If the transporting Aircraft is destroyed, all units still on board have to make a save roll

    on 4+ to reach the ground disrupted. This drop is also affected by Dispersion. If you roll

    1-3, the unit did not manage to escape and is destroyed in the crashed Aircraft.

    *Try: Encirclement: Every attacking Soldier 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

    gets immediately a face-down Disrupted counter.

    *Try: Damaged Soldier units: Soldier units may receive damaged status as well. It represents a unit with

    few casualties, unable to move (-1 speed) but still defending their comrades. This option favors infantry

    use.

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    PART V: ArtilleryPART V: ArtilleryPART V: ArtilleryPART V: Artillery

    Indirect FireIndirect FireIndirect FireIndirect Fire

    I. Units with Indirect Fire SA may fire without Line of Sight (LoS). The attack strenght and

    is written on the card as Anti-Soldier/Anti-Vehicle (f.e. Indirect Fire 9/5) value.

    II. All indirecct attacks have following abilities: Inaccurate 1, Shrapnel 2 and Blast.

    III. Any undisrupted Spotter or Commander, instead of attacking or moving, may call for

    artillery support at the beginning of the assault phase against one target hex. An empty

    hex or an invisible unit is not a valid target.

    IV. Any indirect artillery attack guided by a Commander (w/o Spotter SA) has Dispersion.

    Roll 2D6. First roll represents estimate, second reality. If the unit estimate is better

    (higher) than the real situation, the attack hits the targeted hex. Otherwise the shells hitone of the 6 adjacent hexes surrounding the target. Use another D6 to decide which one.*Try: Spotter or Commander add only a fix value to the estimate roll.

    *Try: Spotter increases the estimate roll to 6, so with a reality roll of 6, you still miss the target.

    V. Indirect attacks are always considered as at long range when calculating target cover

    and hit always the Vehicles Rear.

    Rem: In indirect fire, gun muzzle speed does not affect the damage dealt to the target only size

    matters when calculating cover.

    VI. Units with X+ ability have (for gaming purposes) unlimited range and can be used in

    Campaigns at the Rear to bombard the enemy positions.

    VII. Counterbattery fire: You can aim your artillery at enemy artillery the next turn after it has

    fired and thus reveald its position. If the enemy artillery did not move since the last

    attack you can attack it with your artillery. This attack has Dispersion unless attacking a

    Rocket launcher battery, which creates too much light and smoke and is easily located

    (as written on the rocket launcher cards).

    VIII. Heavy guns: All artillery pieces on wheeled carriage

    with Heavy SA (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 Vehicle which

    could transport the gun. You dont have to load and

    unload the gun for each rotating maneuver. Keeping

    the transport unit in the hex with the heavy gun is

    enough. However, while rotating a heavy gun, the gun

    and gun transport are not allowed to do any other

    actions in that phase.

    IX. Destruction X only reduces the cover of 'soft' targets

    (HE shells).

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    Example:

    M7 105mm has Indirect Fire 8/4 :- At range 5+ Destruction 1

    You can fire with a Commander spotting without LoS on a range of 5 or more hexes. On the

    Dispersion 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 yourown units close to the target, so be careful!

    Towing the ArtilleryTowing the ArtilleryTowing the ArtilleryTowing the Artillery

    I. Artillery may board or dismount a transporting unit instead of moving (or attacking with)

    both units in that phase. However, Artillery with speed 0 may be loaded/unloaded in the

    assault phase only, so its preparation takes whole the turn.

    II. A transport towing the artillery is slowed by 2 if the gun has the Heavy SA, by 1 if the

    artillery has no indication of weight and by 0 if it has the Light SA.

    III. Some tractors and vehicles are powerful enough to not to be slowed by towed guns

    (special ability Heavy Puller).

    *Try: Rear/Front Artillery defense: For the artillery models mounted with a front shield add +1 to

    their frontal defense and use facing. The shield is ineffective against air strikes and indirect firebombardment.

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    PART VI: VehiclesPART VI: VehiclesPART VI: VehiclesPART VI: Vehicles

    MovementMovementMovementMovement

    I. Turning of vehicles. A vehicle may turn freely at the beginning or at the end of itsmovement. However, while turning next to an enemy unit, it may become the target of

    defensive-fire attacks.

    Rem. Guns may turn anytime, if not state otherwise (f.e. pegged heavy guns)

    II. Reverse driving of vehicles. All vehicles including these with Strike and Fade ability

    may move at Speed 1 only while moving at reverse gear.

    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 when triggering a defensive-fire attack.

    Rem: There are some exceptions as in case of Panhard, Autoblinda or Sdkfz234 armored cars

    with doubled steering. They can go backwards at full speed.

    TransportTransportTransportTransport

    I. All towed and carried units may leave the transport before its movement in the

    Movement or Assault phase. Treat both units as moved after the mounting/dismounting

    action. The transport towing an artillery unit cannot carry more Soldiers (as the gun crew

    occupies the rest of the available space). In case of trucks or other vehicles with the

    Multiple Transport SA , they may transport one Soldier:Artillery and one Soldier:Infantry

    unit.

    II. Soldier with the Mechanized Tactics SA can dismount after the vehicles movement

    (and attack in the following attack phase f.e.).

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    III. Units carried on Vehicles with Exposed Transport SA can be directly targeted by enemy

    fire and they may also shoot at the targets in their range. However, transported units can

    fire defensively/offensively only from an immobile vehicle.

    IV. If any or both units are hit (face-up or face-down Disrupted), they dismount immediately.

    Treat the dismounted unit as moved during that phase. If any transport is hit secondtime (Damaged), all carried units are immediately face-up Disrupted and dismount. If

    the carrier is destroyed, roll a die: on 1-3 the units are destroyed before they can leave

    the Vehicle. On 4-6 they managed to escape, but with a face-up and face-down disrupted

    counter. This affect also towed guns, as the crew is carried on the vehicle.

    V. Units inside a vehicle with the Transport SA (as M3 Halftrack or SdKfz251) are not

    affected by vehicle disruption.

    VI. Capturing a transport: When an unarmed unit (like a truck, horses, etc) is adjacent to

    an armed enemy and no friendly units 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 the game or destroy it immediately in its attack phase.

    VII. If there is no space left in the where you unload your units, place all remaining units

    beghind the vehicle in its path of arrival.

    *Try: All AFVs (Frontal Defense 3+) offer 1 limited

    cover for the infantry in their hex.

    *Try: Vehicle Defense: Do not apply 1 defense for

    the damaged vehicle, as this is already included inDisruption penalty and the armor is not really

    reduced by a hit. This will favor vehicles use a bit.

    *Try: Vehicle Defense: Ignore the penalties for damaged vehicles. Use the advanced damage table (ADT)

    instead (See HHR Counter Collection to play with ADT):

    Damaged D1-D3 are cumulative, but twice the same damage type = destruction. This will favor vehicles

    use.

    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.

    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 (ifno turret, then Gun damage)

    Damaged unit has -1 to hit and -1 attack dice on S/V.

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    PART VII: AircraftPART VII: AircraftPART VII: AircraftPART VII: Aircraft

    COMING SOON

    PART VIII: Additional Optional RulesPART VIII: Additional Optional RulesPART VIII: Additional Optional RulesPART VIII: Additional Optional Rules

    WeatherWeatherWeatherWeather

    When playing under standard weather conditions the visibility is 16 hexes (if unit SAs do not

    state otherwise). Other parameters are shown in following table:

    DaytimeDaytimeDaytimeDaytime Base VisibilityBase VisibilityBase VisibilityBase Visibility

    Dawn Visibility 8

    Day Visibility 16

    Dusk Visibility 8

    Night Visibility 4

    WeatherWeatherWeatherWeather ModificationModificationModificationModification

    Clear Base Visibility

    Cloudy Base Visibility -1 hex

    Rain/Snow Base Visibility /2 (and no Aircraft allowed)

    Examples:

    A clear night has visibility 4 hexes. Same night while snow is falling has visibility of 2 hexes only (Base /2).

    Clear Day has visibility 16 hexes, while cloudy 15 hexes. When raining visibility is reduced to 8 hexes.

    Terrain modificationsTerrain modificationsTerrain modificationsTerrain modifications snow covered/muddy ground:snow covered/muddy ground:snow covered/muddy ground:snow covered/muddy ground:

    a) Vehicle movement is reduce by 1 to a minimum of 1.

    b) All road bonuses are negated

    c) Soldiers with speed 1 and 'Relocate 1' have their speed reduced to 'Relocate 1'. All

    artillery pieces except these with Speed 1 cannot be relocated unless being towed by a

    transport vehicle.

    d) In case of snow covered terrain, infantry on skis is not affected by reduced speed.

    e) In subzero temperatures, swamps and lakes are frozen. Soldiers can cross the ice.

    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 destroyed. When the iceis hit by a gun with 'Destruction X' SA, it reverts to the original terrain.

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    Night CombatNight CombatNight CombatNight Combat

    During the night, all attacks against unlit targets at other than short distance have -1 penalty on

    each attack die. You may use Flares to negate this effect:

    Flare (1939): 1pt per unit: Allows the Soldier 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 positionand illuminates the target hex and all adjacent hexes for the rest of the turn.

    MoraleMoraleMoraleMorale

    I. All units have some level of marel. Under standard conditions, a unit which receives a

    disrupted counter is disrupted next turn.

    II. If the unit has (or gains) superior morale (see table below), roll a D6 whenever the unit

    receives active disruption. On a 5-6, remove the disrupted counter immediately.

    III. If the unit has (or gains) lack of determination (see table below), roll a D6 whenever the

    unit receives active disruption. On a 1-3, put a destroyed counter on this unit.

    Morale ModifiersMorale ModifiersMorale ModifiersMorale Modifiers

    a) An elite unit has superior morale until disrupted

    b) A unit awarded with a medal (campaign rules) has superior morale until disrupted

    c) A unit which destroys an enemy gains superior morale (or loses lack of determination)

    until disrupted

    d) Any commander removes lack of determination from all adjacent friendly units.

    e) An inexperienced unit has lack of determination

    f) A unit standing alone without Line of Sight or radio contact on other friendly units gets

    lack of determination (vehicles usually have radio equipment). This does not affect

    veteran or elite units.

    g) A unit whose last adjacent friendly unit has been destroyed gets lack of

    determination. This does not affect veteran or elite units.

    Hidden DeploymentHidden DeploymentHidden DeploymentHidden Deployment

    Playing with Hidden Unit Markers (See HHR Counter section)

    I. Print these markers twice. Each represents one unit.

    II. Place on 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). You are not allowed to look on

    opponent's unit cards with numbers!

    III. The sword points to the side the unit is facing.

    IV. When an enemy unit has LoS to the hidden unit, reveal this

    unit to the enemy. Once revealed, do not cover the unit again.

    V. When the unit is in cover, roll on cover first (as if attacked) at

    the beginning of each phase the enemy has Line of Sight to

    your unit and also each time the hidden unit attacks. If you

    succeed, do not reveal this unit to the enemy.

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    Expl: This way, a hidden unit in cover may in rare case destroy an enemy unit without being

    discovered.

    PART IX:PART IX:PART IX:PART IX: ResourcesResourcesResourcesResources

    Books related to AAM:HHRBooks related to AAM:HHRBooks related to AAM:HHRBooks related to AAM:HHR

    AAM:HHR 4.0 Rulebook

    AAM:HHR Counters and Hexes List 4.0

    AAM:HHR Campaign rules

    Miniset:Heroes Rules

    Unit cards as well as Counters, Tokens and much more can be found in the HHR thread in the

    Axis&Allies forumini:

    http://aaminis.myfastforum.org/AAM_HHR4_0_cards_and_rules_about24287.html

    AcknowledgementAcknowledgementAcknowledgementAcknowledgement

    Thx to the Black Knight group for previously development of the HHR rules and cards. Especially

    i want to thank Sindor, who sadly lost his interest in this magnificent game. This game would be

    nothing without you!

    Also i would like to take the chance to thank all of you players out there for playing with these

    new rules and giving a constant feedback and criticism in the HHR thread. Together, this game

    evolves more and more to a fantastic ruleset for games beyond comparison. THANK YOU!


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