National Advantages

We've talked about Advanced A&A... Now I'd like to hear your comments on what YOU envision a DELUXE A&A GAME to be. What would it look like.
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Post by Imperious leader » Sun May 13, 2007 8:08 pm

Could you please elaborate?
Foreign SS Legions [The Waffen-SS recruited foreigners to fight for it. Individuals such as the Grand Mufti of Jerusalem helped to recruit individuals for the Waffen-SS]. – The German player may place 1 infantry unit in any grey territory for a cost of 2 IPCs during the unit mobilization phase.
Shinano [This was to be the 3rd ship in the Yamato-class. When work on her stoped in December 1941, She was approximately 50% complete]. - If the Japanese player elects to complete the ship as a battleship, 14 IPCs must be spent, else spend 8 IPCs to complete the ship as an aircraft carrier. Deployment must be from Japan.
Items like these are are in such small quantities that in such an abstracted game its very hard to see how they influenced the game at all- in a strategic sense. But they do demonstrate that somebody is reading History and using ideas for the game that come from some actual event that occured in the war.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

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Post by FleetAdmiral » Sun May 13, 2007 10:27 pm

In the case of the Foreign SS Legions, from what I can tell 14 of the 38 Waffen-SS Divisions were foreign, and German equipped. A number of them did participate in combat actions. Most of them did however participate in anti-partisan operations.

In the case of the Shinano and Graf Zeppelin I can partially agree. While true each carrier piece on the game board represents 3 to 5 Fleet Carriers (CV). If the GZ was finished in time to escort the Bismarck, things would have gone a lot differently, perhaps with Bismarck surviving...
Ever had the IJN have 4 BBs, 4 fully loaded CVs, 2 DDs, 5 TRNs, and 1 Sub -VS- 3 US BBs, 3 fully loaded CVs, 3 TRNs, 11 DDs and 1 Sub?

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Post by Imperious leader » Sun May 13, 2007 11:21 pm

The SS was a volunteer force but made up of primarily Germans who had the proper education, mental and physical abilites, or some extenuating exception of merit. Foreign volunteers were possible but the exception rather than the rule.

Id think that you may label it "volkstrum infantry" to represent Himmlers ability to scrape the bottom of the manpower resources in 1944 to fill in for new divisions raided for the Bulge Campaign.

Shinano and Graf are just one ship and are not really a blip on the radar as any contribution. If Shinano wasnt sunk in 1944, it would have been sunk on its first mission.

Id prefer to see the Tirpitz or Sharnhorst with Bismarck. The carrier may work in AAM but Carriers with Battleships is a disaster for sure. One is confrontational in surface combat and the should never even see an enemy ship and fight with its planes many miles from any trouble.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

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Post by FleetAdmiral » Sun May 20, 2007 11:14 pm

Since the aircraft carrier pieces are 3 to 5 carriers. And in both Germany (2nd uncompleted Graf Zeppelin type) and Japan's (4th Yamato which was about 30% complete) case in the National Advantages.

A lack of carriers was the reason why both the Bismarck and Force Z were lost. We must remember that European Carriers are much more heavily armoured when compared to their American and Japanese counterparts. Additionally, these carriers would also provide valuable scouting, which would allow it to stay out of range of the big gun ships, while they launched their aircover.

In the case of the Foreign SS Legions, I do not want to label them as Volkstrum Infantry as that will bring confusion to another German National Advantage, in which Volksstrum [Created on October 18, 1944 all men between the ages of 16 and 60 who were not already serving in the military were conscripted into this organization. They were poorly equipped and trained, and suffered from a high desertion rate].


More National Advantages:

:::Germany:::
=Henschel Hs 293 [This air-launched anti-ship missile featured a 295 kg warhead that was radio or even wire guided by the aircraft bombardier to its target. A number of Allied ships were sunk with this weapon]. - When attacking surface ships in the first round of combat, your bombers can target specific ships and fire preemptively in the opening fire phase. The targets must be declared before rolling the dice. If heavy bomber technology is obtained, you get two missiles per bomber.

=8.8 cm FlaK [The ever versatile 88 was originally designed as an anti-aircraft weapon. Capable of firing rounds up to 32,500 feet at 15 to 20 rounds per minute, the 88 was a heavy anti-aircraft weapon]. - You may designate up to 2 of your artillery as AA guns in combat. Each of your artillery fires only once (per combat round), and must roll a 1 to hit aircraft during the combat phase. When designated as FlaK and paired with infantry, those infantry still attack at 2. The FlaK artillery cannot fight ground units, unless they are undesignated, this must be declared at the end of a combat round. Once done, in the next combat round your FlaK artillery can fight normally.

=U-Boat Bases [After their conquests of France and Norway, Germany established a number of U-Boat bases in those countries to help facilitate U-Boat operations against the Allies]. - You may place your existing U-Boats in France or Norway. While there, Allied ships cannot destroy them. Treat sea zones 6, 7 and 13 as part of France, and sea zones 3 and 6 as part of Norway. From France your subs can reach sea zones 1, 2, 4, 9, 11, 12, 17 and 18. From Norway your subs can reach sea zones 1, 4, 8, and 12. If Allied destroyers are present in sea zones 3, 6, 7 and/or 13 your subs if they chose to leave from that sea zone must do combat.

=Peenemünde [This site, located in northern Germany was where rocket research was conducted. The fruits of this research bore the V1 and V2 weapons]. - Once per game you get 3 free dice towards researching rockets. These free dice can be combined with research dice you purchase.

=Operation Drumbeat [Soon after Germany declared war on the United States, Admiral Dönitz initiated an ambitious operation to attack US shipping. Due to a slow response by the US Navy, the results of Operation Drumbeat were spectacular]. - Once per game you may declare you are launching Operation Drumbeat. You must declare which of your submarines (regardless of their location on the game board) will be attacking the Eastern US sea zone (sea zones 10 or 19). Additionally, you will receive 1 free submarine for this attack. In the first round of combat your submarines attack on a 3 (4 if you have the super-subs technology) or less. During your combat move phase, place your selected submarines, plus the free submarine in the targeted sea zone. Conduct combat as normal. After combat is resolved, your remaining submarines to sea zone 5 during the noncombat move phase.


:::Britain:::
=Heavily Armoured Carriers [Both the Illustrious-class and Implacable-class Carriers were designed to operate within range of land-based airpower without fear. This goal was accomplish via their heavily armoured decks and armour belts]. - Your carriers are now 2 hits, and follow the same hit rules as your battleships.

=Joint Research [Both Britain and the United States combined their research and development efforts in new technologies and weapons. Major examples are: proximity fuses and the Manhattan Project]. - During your research phase you pay for as many research dice as you like, however you do not roll them. During the US player’s develop weapons phase, you and the US player must agree upon which technology to research. The US then purchases their research dice, and then rolls both their and the British dice. If the technology is developed, both you and the US player get that technology. Can be used in combination with the US player’s Nearly Unlimited Research Funds NA.

=British Pacific Fleet [Officially formed in November 1944 due to the successful efforts by Prime Minister Churchill, this Fleet increasing its size throughout the war worked with the United States Navy in the war against Japan]. - By turn 5, if you control one of the following territories: South Africa, India, Australia or New Zealand, in one of those territory’s sea zones you may place 1 aircraft carrier with 1 fighter and 1 destroyer for free.

=Flying Tank Busters [Aircraft such as the Hawker Hurricane Mark IID armed with their twin 40 mm guns proved to be effective tank busters in the North African campaign]. - Your fighters attack on a 4 only in the first round of combat.

=King George V-class Battleships [Compared to US South Dakota-class Battleship design, the British Treaty Battleship was less expensive to construct]. - Your battleships now cost 21 IPCs.

=Uncommon Valour [Commonwealth soldiers such as those from Canada (Liberation of Caen) and India (Battle of Imphal) were put through arduous situations. Only their tenacity and skill ensured their success]. - Your grounds forces (of at least 2 ground units) may ignore the first 1 hit.


:::Japan:::
=Long Range Submarines [Japan constructed most of the worlds longest range submarines. These subs managed to sink several capital ships such as the USS Wasp and USS Indianapolis]. - Your submarines now move 3, and can target specific ships. The targets must be declared before rolling the dice.

****Update***Shinano [This was to be the 3rd ship in the Yamato-class. When work on her stopped in December 1941, she was approximately 50% complete]. - If the Japanese player elects to complete the ship as a battleship, 12 IPCs must be spent, else spend 8 IPCs to complete the ship as an aircraft carrier. Deployment must be from Japan.
***Made to battleship cheaper.

****Update***Kaiten Torpedoes [The standard Type 93 24-inch torpedo was modified to include a crude cockpit with periscope and carried a 3,400 pound warhead. Ships sunk by this Special Attack weapon include: USS Mississinewa and USS Underhill]. - Each Kaiten Torpedo costs 2 IPCs. Kaitens attack/defend on 1 and automatically become an opening fire casualty. They can only be used in Sea Zones 60 and 61 or the same sea zone being occupied by at least one of your submarines. Use a die or dice to keep track how many Kaitens remain in your inventory. If used during an allied combat phase this does not count as a naval battle and will not prevent shore bombardment.
***Cleared up confusion about its usage.
Ever had the IJN have 4 BBs, 4 fully loaded CVs, 2 DDs, 5 TRNs, and 1 Sub -VS- 3 US BBs, 3 fully loaded CVs, 3 TRNs, 11 DDs and 1 Sub?

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Post by FleetAdmiral » Sun May 20, 2007 11:15 pm

100 National Advantages = 20 Per Nation

Enjoy!

These national advantages were taken from this thread, house rules subforum, axisandallies.org, avalonhill games message boards, from the box, Larry Harris Tournament Rules 1.3, modification of the previous two, and my own work.

Axis and Allies: Revised – National Advantages


:::SOVIET UNION:::
1. Non-Aggression Treaty
[The Japanese refrained from attacking the Soviet Union during most of the war. They already had one bear coming at them from the East]. - The first time in the game that Japanese forces attack any Red territory, you may place four of your infantry for free in that territory before resolving combat. If you attack Japan before it attacks you, you lose this advantage. (For more information see FAQ)
2. Far East Forces
[While Japan did have the raw data required to surmise the USSR's Far Eastern forces with incredible precision, analysis of the data was poor which resulted in underestimating Soviet Forces] - Should the Soviet Union attack or be attacked by Japan, it gets 1 free infantry and 1 free tank. Can be used in combination with Non-Aggression Treaty NA.
3. Siberian Reserves
[The Japanese decision to strike America, allowed the Soviet Union to shift the Siberian reserves westwards against the Wehrmacht]. - Once per game, you may reinforce Siberia if you control it. Roll one die each turn during your mobilize new units phase. On a roll of 2 or less, you place three of your infantry and two of your tanks for free in Siberia. Can be used in combination with Non-Aggression Treaty and/or Far East Forces NAs.
4. Deception Operations
[During WWII, the Soviets learned and mastered the art of deception operations; successfully employing it against both German and Japanese forces in operations such as Operation Bagration and August Storm]. – Once per game when attacking a single German or Japanese controlled territory, the Soviet Union receives 2 free infantry, 2 free artillery and 2 free tanks.
5. Lend-Lease
[With the Ukraine lost and factories moving East, the Soviet Union could neither feed nor rebuild itself. The Allies came to its rescue]. - During your purchase units phase, you can convert units belonging to a friendly power into your units if they begin in or move into Red territories. Remove the affected units from play and replace them with the same units of your own colour. Friendly infantry cannot be converted. <Modification>
6. Lend-Lease War Materiel
[In addition to providing equipment such as tanks, aircraft and trucks, the United States also provided raw materials to help fuel the Soviet war effort]. - The British and US players may each transfer up to 5 IPCs to the USSR per turn during their purchase new units phase. Can be used in conjunction with Lend-Lease NA.
7. Trans-Siberian Railway
[The Trans-Siberian Railway spanned 10,000 kilometres from Moscow to Vladivostok, the longest main line in the world]. - Your infantry, antiaircraft guns, and artillery may move 2 territories per turn only among these territories: Russia, Novosibirsk, Yakut S.S.R., and Buryatia S.S.R. (For more information see FAQ)
8. T-34 Tank
[The T-34 possessed an excellent combination of speed, armour and firepower. In addition to being produced in large quantities, this medium tank was considered to be one of the best designs of the war]. - Once per turn, two tanks can be purchased and placed in Russia for 8 IPC.
9. Salvage
[After the battle of Kursk in 1943, the Germans left the shells of their wrecked tanks behind. The Soviets found interesting uses for them]. - If you win a battle whether it be attacking or defending a Red territory and at least one enemy tank is destroyed, you may place one free tank in that territory. <Modification>
10. Guard Tank Regiments
[The Soviet Union used heavy tank regiments as guards of Moscow. These were elite tank formations, invulnerable to any standard anti-tank weapons available of that time]. - Your tanks in cities (Leningrad and Moscow) have their defence increased by 1 (defend on a 4).
11. Commissars (NKVD)
[Spreading Stalin’s slogan “not one step back,” Russian commissars shot soldiers who flee from battle]. - If you get attacked during any Axis player’s turn, you may sacrifice (destroy) any number of infantry you own. For each infantry sacrificed, 2 other of your infantry defend on a 3 this round.
12. Shock Troops
[Soviet Shock Troops led frontal attacks against German Forces and could expect to suffer high casualties. These formations also included Penal Battalions]. - 1 infantry has its attack increased by 1 in the first cycle of combat. No more than 3 infantry can get this bonus per turn.
13. Conscripts
[The Red Army won many battles with their raw manpower, by using untrained infantry and many times unequipped]. - During your mobilize new units phase, you may place one of your infantry for free in any red territory if you control it. This free unit is in addition to the group of units you just purchased.
14. Partisans
[Due to severe treatment of the peoples in conquered territories, locals who once considered the Germans as liberators had a change of heart and began to fight against them]. - Starting with the 2nd turn of any Axis invasion of the Soviet Union the Soviet player rolls one die per turn and notes the results as follows:
1= One German Infantry is destroyed and removed from the eastern front.
2= The Soviet player can select one territory that’s originally Soviet controlled and force all Axis units that move into this territory to stop or force units moving out to be reduced to a movement of one.
3= The German players loses 2 IPC
4= The German player loses 1 IPC
5= No effect
6= Partisans neutralized (no roll next turn)
15. Katyusha Rockets
[The Soviets were able to supplement the artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for individual lack of accuracy]. Your artillery attacks on a 3 or less, for the first combat cycle only.
16. Mobile Artillery
[The development of the SU-76 and subsequent series of Assault Guns allowed Soviet artillery to keep pace with advancing infantry and tanks]. - Soviet artillery now moves at 2, instead of the normal move 1.
17. Ilyushin Il-2 Shturmovik
[Known as the “Flying Tank”, this heavily armed and armoured ground attack aircraft wrecked havoc among Germany armour. By the time the war ended 41,129 of these aircraft had been manufactured]. – You may designate of your 2 fighters as Ilyushin Il-2 aircraft, which, if you choose can specifically target enemy tanks.
18. Scorched Earth
[To prevent the German invaders from making use buildings and other infrastructure, Soviet forces torched and destroyed them as they retreated] .- When the German player conquers any Soviet territory, that territory has no value until the next round of play. The German player may not add a control marker on the just captured red territory, hence may not increase the National Production Chart correspondingly. If the territory is liberated during Russians turn, then the territory regains its value.
19. Rasputista
[With heavy rains the landscape changed in a blurry mess of mud where vehicles and men got stuck and were unable to advance]. - Twice during the game in your collect income phase, you can declare a Rasputista. Until the start of your next turn, movement (both combat and non-combat) for land units is limited to one space in any original Soviet territory and West Russia., Belorussia and Ukraine.
20. Russian Winter
[Russia’s greatest ally was its winter cold. Germany’s invasion stopped dead as the snows came down]. Twice during the game in your collect income phase, you can declare a severe winter. Until the start of your next turn, your infantry defend on a 3. <Modification>

:::GERMANY:::
1. Surprise Attack
[When Germany invaded Poland, France and the USSR, the Luftwaffe made sure to quickly destroy any air opposition] - If German aircraft, and only aircraft attack a territory containing Allied aircraft, Allied ground units (except AA gun) cannot fire or be taken as casualties.
2. Luftwaffe Dive-Bombers
[Europe was blitzed and bombed. The Ju-87 Stuka Dive-Bomber, a small plane, played a big role. Its screaming siren generated terror on all battle fronts]. - Your fighters may conduct first round tactical bombing runs. They are subject to antiaircraft fire as normal. In the first cycle of combat, if there are no defending fighters present, the [German] fighters hit on a roll of 5 or less. In succeeding cycles of combat, the fighters hit normally. If defending fighters are present, this first cycle ability is cancelled. <Taken>
3. Henschel Hs 293
[This air-launched anti-ship missile featured a 295 kg warhead that was radio or even wire guided by the aircraft bombardier to its target. A number of Allied ships were sunk with this weapon]. - When attacking surface ships in the first round of combat, your bombers can target specific ships and fire preemptively in the opening fire phase. The targets must be declared before rolling the dice. If heavy bomber technology is obtained, you get two missiles per bomber.
4. Blitzkrieg
[German warfare combined the use of mobile units with the close support of airpower into a steel juggernaut emphasize speedy movement and maximization of battlefield opportunities]. - Each of your attacking fighters give one matching tank an increased attack factor of 5 or less. This pairing is on a one-to-one basis. The increased attack ability is for the first round only and is cancelled if defending fighters are present. Cannot be used in combination with Luftwaffe Dive-Bombers.
5. Panzer Grenadiers
[During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks]. - Each of your tanks gives one matching infantry one additional movement point. The tanks and infantry must leave from the same territory.
6. Tiger Tanks
[Armed with fearsome 88 mm gun and heavy armour, the Tiger struck fear into the hearts of its foes when encountered]. - During each battle you may assign one tank as a Tiger Tank. The Tiger attacks and defends on a 4 or less, and may choose it target (only ground units), and fires preemptively in defence.
7. Afrika Korps
[To help Mussolini realize his dream of a new Roman Empire around the Mediterranean, Hitler sent the Afrika Korps to bolster faltering Italian forces]. - Once per game place 2 infantry, 1 artillery, and 2 tanks for free in Libya during your Mobilize New Units phase if the Axis control Libya, Southern Europe and Germany.
8. Foreign SS Legions
[The Waffen-SS recruited foreigners to fight for it. Individuals such as the Grand Mufti of Jerusalem helped to recruit individuals for the Waffen-SS]. – The German player may place 1 infantry unit in any grey territory for a cost of 2 IPCs during the unit mobilization phase.
9. Volksstrum Infantry
[Created on October 18, 1944 all men between the ages of 16 and 60 who were not already serving in the military were conscripted into this organization. They were poorly equipped and trained, and suffered from a high desertion rate]. - Once per game, the German player may purchase infantry for 2 IPCs each. This cannot be performed unless a territory adjacent to Germany is controlled by any Allied player.
10. German 88's
[A feared weapon that was used both in the anti-aircraft and anti-tank role, the 88 as it was known could knock out the heaviest of tanks]. - During the first cycle of combat only, your artillery fires in the opening fire phase instead. If paired with 1:1 with infantry, that infantry attacks at 2. Can be combined with Fortress Europe NA.
11. 8.8 cm FlaK
[The ever versatile 88 was originally designed as an anti-aircraft weapon. Capable of firing rounds up to 32,500 feet at 15 to 20 rounds per minute, the 88 was a heavy anti-aircraft weapon]. - You may designate up to 2 of your artillery as AA guns in combat. Each of your artillery fires only once (per combat round), and must roll a 1 to hit aircraft during the combat phase. When designated as FlaK and paired with infantry, those infantry still attack at 2. The FlaK artillery cannot fight ground units, unless they are undesignated, this must be declared at the end of a combat round. Once done, in the next combat round your FlaK artillery can fight normally.
12. Atlantic Wall
[The Germans fortified the European Atlantic coast with massive defensive systems from Norway to Spain]. - During any amphibious assault against a grey territory, all your infantry defend on a 3 during the first cycle of combat.
13. Fortress Europe
[Hitler ordered the Gustav Line in Italy to hold at all costs. Those costs included tens of thousands of men of all sides]. - Your artillery in grey territories defends on a 3.
14. Z-Plan
[Before World War II, the Germany planned to build a large naval fleet. Only four months after the war started many incomplete ships of the Z-Plan were scrapped to produce submarines]. – Once per game the German player rolls four dice. The result equals the total of free IPCs that must be spent on naval units this turn. Additional IPCs may be allocated from your normal income to complete purchases.
15. Graf Zeppelin
[The first German Aircraft Carrier to ever be designed and almost completed. Although approximately 80% complete work on her stopped in April 1940]. - The German player must spend 8 IPCs to finish and deploy this ship from Germany.
16. VII Submarine
[Type VII U-boats were the workhorses of the German Kriegsmarine. Type VII boats were most widely used and constructed series of submarines of the war]. - Once per turn, up to two submarines can be purchased and placed in Germany for 6 IPC each provided no surface naval units are purchased there.
17. U-Boat Interdiction
[The Untersee Boats swarmed Allied shipping lanes, sinking ships regardless of their cargo. Some “cargo” were noncombatants]. - During the collect income phase of the U.K. and U.S. turns, subtract 1 IPC from the collecting power’s national production total for each of your submarines on the game board.
18. Operation Drumbeat
[Soon after Germany declared war on the United States, Admiral Dönitz initiated an ambitious operation to attack US shipping. Due to a slow response by the US Navy, the results of Operation Drumbeat were spectacular]. - Once per game you may declare you are launching Operation Drumbeat. You must declare which of your submarines (regardless of their location on the game board) will be attacking the Eastern US sea zone (sea zones 10 or 19). Additionally, you will receive 1 free submarine for this attack. In the first round of combat your submarines attack on a 3 (4 if you have the super-subs technology) or less. During your combat move phase, place your selected submarines, plus the free submarine in the targeted sea zone. Conduct combat as normal. After combat is resolved, your remaining submarines to sea zone 5 during the noncombat move phase.
19. Albert Speer & German Industrial Rationalization
[Under the steady hand of Albert Speer, German armaments production steadily increased throughout the war. This miracle was due to his reorganization of German industry and finally placing Germany on the path of total war]. - On turn 5 the territory of Germany is worth 15 IPC per turn. But the original value for both economic attacks and Allied occupation.
20. Peenemünde
[This site, located in northern Germany was where rocket research was conducted. The fruits of this research bore the V1 and V2 weapons]. - Once per game you get 3 free dice towards researching rockets. These free dice can be combined with research dice you purchase.

:::BRITAIN:::
1. Australian Assistance
[During the war in the Pacific, the Australians provided troops and ships to the Allied effort] - Australia begins the game with an Industrial Complex and 1 Destroyer in Sea Zone 40 (along with the existing Transport and Submarine).
2. Fighting Canadians
[Over 1 million Canadians volunteered for military service in the Army, Navy and Airforce during the war. Canada eventually built the 3rd largest navy in the world]. - On Turn 2, the British player gets 1 free Destroyer in Sea Zone 1, 1 free Infantry and 1 free Fighter in Eastern Canada. For every turn thereafter, place 1 free Infantry in Eastern Canada during the Unit Mobilization Phase.
3. British Commonwealth Troops
[Commonwealth Troops such as South Africa, Australia and New Zealand supported the British in the Desert Campaign in North Africa]. - For each turn during your mobilize new units phase, if you control Trans-Jordan, Persia or Egypt, roll one die. If you get a unit, place it in one of the three territories. If you roll:
6 = Tank
5 = Artillery
4 or 3 = Infantry
2 or 1 = Nothing
4. Uncommon Valour
[Commonwealth soldiers such as those from Canada (Liberation of Caen) and India (Battle of Imphal) were put through arduous situations. Only their tenacity and skill ensured their success]. - Your grounds forces (of at least 2 ground units) may ignore the first 1 hit.
5. French Resistance
[France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers]. - Once per game, if Western Europe becomes controlled by the Allies, you may place three of your infantry there for free.
6. Home Guard
[Originally called Local Defence Volunteers, it was formed on May 14, 1940 to help defend Britain against a possible German invasion. On July 23, Prime Minster Churchill coined the term Home Guard, which was soon adopted during a BBC broadcast]. - Once during the game if the UK is attacked by land units, you may place 3 infantry for free there, before the conduct combat phase.
7. Colonial Garrison
[World War II represented the height of the United Kingdom’s colonial empire. Two decades later, the Commonwealth was a shadow of its world-spanning former self]. - You begin the game with one additional industrial complex in any tan territory with an income value of at least 1. (You still can’t have more than one industrial complex in a tan territory.)
8. Spitfire Fighter
[A fighter made legendary due to the Battle of Britain. It was designed with speed, manoeuvrability and firepower in mind]. - Once per turn, 1 fighter can be purchased and placed in United Kingdom for 8 IPC.
9. Flying Tank Busters
[Aircraft such as the Hawker Hurricane Mark IID armed with their twin 40 mm guns proved to be effective tank busters in the North African campaign]. - Your fighters attack on a 4 only in the first round of combat.
10. Lancaster Bomber
[With its 22,000 lb bomb load, this bomber could sow destruction]. - Your bombers are now attack 5.
11. The Royal Navy
[Charged with the protection of Britain’s vast world spanning Empire, as well as Britain herself, the navy consisted of a mixture of ships giving it a wide range of capabilities]. - Once per game, place 1 destroyer for free off the coast of Eastern Canada, Egypt, South Africa, India, Australia or United Kingdom if you own the land territory, during your Mobilize New Units phase. You may place the destroyer even if the sea zone is enemy-occupied. Your destroyers now cost 1 IPC less.
12. British Pacific Fleet
[Officially formed in November 1944 due to the successful efforts by Prime Minister Churchill, this Fleet increasing its size throughout the war worked with the United States Navy in the war against Japan]. - By turn 5, if you control one of the following territories: South Africa, India, Australia or New Zealand, in one of those territory’s sea zones you may place 1 aircraft carrier with 1 fighter, and 1 destroyer for free.
13. Heavily Armoured Carriers
[Both the Illustrious-class and Implacable-class Carriers were designed to operate within range of land-based airpower without fear. This goal was accomplish via their heavily armoured decks and armour belts]. - Your carriers are now 2 hits, and follow the same hit rules as your battleships.
14. King George V-class Battleships
[Compared to US South Dakota-class Battleship design, the British Treaty Battleship was less expensive to construct]. - Your battleships now cost 21 IPCs.
15. Mideast Oil
[The United Kingdom’s 1920 division of the Middle East tapped into the power from the sands. The Germans tried to get that power for themselves] .- At the end of the UK’s Collect Income phase, if the UK controls Egypt, Tran-Jordan, and Persia, roll a die to determine how many additional IPCs are collected.
16. Convoys
[To continue its war against Germany, Britain relied upon imports such as food, fuel, raw materials and arms. These items could only be imported by sea and thus had to be protected]. - At the beginning of the game the UK player may select up to two sea zones adjacent to Great Britain, but not adjacent to each other and designate them as Convoy Centres. Roll 1 die (with a value between 1 to 3) for each Convoy Center, at the end of the UK's Collect Income Phase, if there is at least one UK naval unit in the Convoy Center, the UK collect that number of additional IPCs. Place a UK control marker in the sea zone(s) to denote Convoy Centre Status.
17. Joint Strike
[The most powerful strike in the war was the joint Allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled]. - Once during the game, on your turn, you may declare a joint strike. You complete your turn as normal, except you skip your combat move and conduct combat phases. (Any of your units may move on your non-combat move phase.) On the U.S.’s turn, the U.S.’s player can move any of your units during his or her combat move phase and conduct combat with them, as if they belonged to the U.S. You and the U.S.’s player must agree on attacking casualties, or the opposing player gets to choose them. (For more information see FAQ)
18. Joint Research
[Both Britain and the United States combined their research and development efforts in new technologies and weapons. Major examples are: proximity fuses and the Manhattan Project]. - During your research phase you pay for as many research dice as you like, however you do not roll them. During the US player’s develop weapons phase, you and the US player must agree upon which technology to research. The US then purchases their research dice, and then rolls both their and the British dice. If the technology is developed, both you and the US player get that technology. Can be used in combination with the US player’s Nearly Unlimited Research Funds NA.
19. Enigma Decoded
[Working in a secret facility in Bletchley Park, Alan Turing's cryptographers broke the codes of the Nazi Enigma machines. They could then send false messages back]. -
Twice per game, when Germany finishes its combat move phase, but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Germany. Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one of your units behind. This special move otherwise follows the rules for a non-combat move. If your units survive, they remain in the space to which they were moved. <Modification> (For more information see FAQ)
20. Radar
[Britain’s radar alerted it to the threat of German planes crossing the channel. It used this warning to make sure the Luftwaffe never made it to the other side]. - Your antiaircraft guns in tan territories hit air units on a roll of 2 or less. <Modification>

:::JAPAN:::
1. Strategic Bombing Limitations
[Since much of Japanese industry were small shops and factories, destroying them was only possible due to overwhelming air power]. - Allied player requires 2 bombers to conduct Strategic Bombing against Japanese factories.
2. Philippines Gatehouse
[Partially due to political reasons the Philippines had to be liberated from Japanese control. Due to its strategic placement, control of the Philippines would serve to cut Japan off from the rest of its empire]. - Japan cannot be invaded until the Philippines are under Allied control. The turn after the Philippines are under Allied control can an invasion against Japan be launched.
3. Greater East Asia Co-Prosperity Sphere
[The concept was an attempt by Japan to create a self-sufficient "bloc of Asian nations led by the Japanese and free of Western powers". In reality it was Japan’s plan to exploit and pacify its conquered territories]. - For every British and US territory captured in Asia, Japan receives double the income for the first turn of conquest.
4. Kamikaze Attacks
[Also known as the “Divine Wind”, Kamikaze were organized Special Attack units whose purpose was to crash their explosive laden aircraft into US and British ships. Most of the pilots only knew how to take off and dive into their target. Kamikaze had one cardinal rule: one aircraft to sink one ship]. - You may make six Kamikaze attacks during the game for free. Kamikazes are not represented by a unit, hence a Kamikaze can not be taken as a casualty. Use a die to keep track on how many Kamikaze remain to be used. These attacks may be launched if an Allied player move ships within 2 sea zones from Japan, after all combat movement has been completed. Kamikaze may target specific enemy ships, except for submarines. They attack on a roll of 2 or less during the opening fire step of the first cycle of combat only. Before you roll dice to launch a Kamikaze attack, you must announce the target(s) and how many Kamikazes that are participating. If a Kamikaze is used during an allied combat phase this counts as a naval battle and will prevent all ships in that sea zone from conducting shore bombardment. <Modification>
5. Kaiten Torpedoes
[The standard Type 93 24-inch torpedo was modified to include a crude cockpit with periscope and carried a 3,400 pound warhead. Ships sunk by this Special Attack weapon include: USS Mississinewa and USS Underhill]. - Each Kaiten Torpedo costs 2 IPCs. Kaitens attack/defend on 1 and automatically become an opening fire casualty. They can only be used in Sea Zones 60 and 61 or the same sea zone being occupied by at least one of your submarines. Use a die or dice to keep track how many Kaitens remain in your inventory. If used during an allied combat phase this does not count as a naval battle and will not prevent shore bombardment. <Modification>
6. Long Lance Torpedoes
[The Imperial Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power]. - Your submarines attack on a 3 (4 if you have the Super Submarines development) in the opening fire step of combat. This increased attack factor is for the first cycle of combat only.
7. Long Range Submarines
[Japan constructed most of the worlds longest range submarines. These subs managed to sink several capital ships such as the USS Wasp and USS Indianapolis]. - Your submarines now move 3, and can target specific ships. The targets must be declared before rolling the dice.
8. Super Battleships
[Japan built the largest, most heavily armed and armoured battleships ever put to sea]. Japanese battleships take three hits to sink. To help keep count, place Territory Marker below BB. If hit once, remove marker, twice, turn BB on side. If survive, all damage repaired, right BB and place marker below the ship.
9. Shinano
[This was to be the 3rd ship in the Yamato-class. When work on her stopped in December 1941, she was approximately 50% complete]. - If the Japanese player elects to complete the ship as a battleship, 12 IPCs must be spent, else spend 8 IPCs to complete the ship as an aircraft carrier. Deployment must be from Japan.
10. Night Fighting
[Due to the limitations placed upon it by the Washington Naval Treaty, the IJN developed methods to counter the numerical advantage of the USN] - In naval combat, Japanese Fleets [must be at least 2 ships] ignore the first 1 hit inflicted upon them.
11. Army Carriers
[Due to inter-service rivalry, the IJN loathed to provide air cover for the IJA. The Army's solution, get aircraft carriers for themselves: Akitsu Maru and Nigitsu Maru] - Transports can now land/launch 1 fighter, only if they are carrying no ground units, and did not land any units that turn.
12. Tokyo Express
[The Japanese High Command used destroyer convoys to ferry infantry. Allied sailors dubbed this the “Tokyo Express.”] - Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. (For more information see FAQ)
13. Lightning Assaults
[In the early part of the war, Japan strung together a series of invasions that shocked the world. They conquered island after island until they controlled nearly every Far East sea coast]. - Your transports may make more than one amphibious assault per turn: They may move, attack a coastal territory, then move again and attack a second coastal territory. They still must stop their movement in the first hostile sea zone they enter. A transport’s capacity is unchanged; it still cannot load or offload more than one land unit plus one infantry in the turn. (For more information see FAQ)
14. Banzai Attacks
[A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant “May you live ten thousand years.”] - When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which your attacking land units consist of only infantry. (For more information see FAQ)
15. Parallel Planning
[During the later half of WWII, the IGHQ amazingly arrived at the same conclusions of American planners, correctly predicting the targets of the Philippines, Iwo Jima, Okinawa and the planned invasion beaches on Japan] - On any Orange territory attacked by the US Player, Japan gets to place 1 free infantry.
16. Dug-In Defenders
[The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tactic included bunkers and pillboxes connected by tunnels]. - All your infantry on islands are immune to shore bombardment and defend on a 3. <Modification>
17. Accurate Artillery
[Although Japanese artillery tended to fire few rounds, those rounds tended to be deadly accurate, as the invaders of Iwo Jima and other islands would attest.] - During first round of combat artillery attacks preemptively during the conduct opening fire phase.
18. Mounted Infantry
[The astounding mobility of Japanese infantry during the war was due to a mixture of bicycles and horses]. - Your infantry may move 2 spaces. However, they still may not blitz.
19. Kwangtung Army
[It was amongst the most feared armies in Asia. Throughout the war in the Pacific, the Army’s best men and equipment were transferred to other areas to help fight the Allies]. - Once per game, if you control Kwangtung, you may place 4 infantry and 2 artillery on any Orange territory for free during the mobilize new units phase.
20. Operation Ichi-Go
[Launched on April 19, 1944 and lasting through till late December 1944, it was the last major Japanese offensive in China. It successfully accomplished its goals of opening a land route to French Indochina and capturing southeast China air bases]. - Once per game, you may declare that you are launching Operationa Ichi-Go when either attacking China or Sinkiang. Place 3 infantry, 1 artillery and 1 tank free in addition to other forces you are committing on the battle board.

:::United States:::
1. Broken Naval Ciphers
[By mid 1942, the United States had mostly broken the IJN's most secure code - JN25 - which helped to decide the Battle of Midway] - Once per game, starting on Turn 2 the US player gets 2 free Fighters (or Fighter-Bombers if introduced) when attacking or defending against a Japanese Fleet [of at least 2 ships].
2. Submarine Interdiction
[From 1943 to 1945 US submarines sank so many Japanese merchant marine and IJN ships that they literally ran out of targets] - During the collect income phase of Japan, subtract 1 IPC from its national production total for each US submarine in the Pacific. To take effect, submarines must be based in two of these sea zones: Midway, Hawaii, Australia, New Zealand, Philippines, Japan, and Okinawa.
3. Repaired Battleships
[Although the Japanese attack against Pearl Harbour caused severe damage, many of the ships were later repaired and returned to service] - By turn 3 US gets 1 free Battleship at Hawaii during the Unit Mobilization Phase. If Japan successfully invades Hawaii on turn 3 or before, this NA is voided, and Japan gets free: 10 IPCs towards a naval purchase.
4. Iowa-class Battleships
[Possessing heavy firepower, speed, protection and the latest technical advancements it was considered to be the best battleship design ever conceived and constructed]. – Your battleships attack and defend on a 5 or less. Also each battleship may make 1 AA roll against enemy aircraft (although opposing player chooses casualty). AA hits on a 1, on either defence or attack. AA fires in the opening fire phase and all its hits are preemptive.
5. Superior American Gunnery
[Due to Advanced American Radar Sets, Fire Control Systems, Analog Computers, the US possessed decisive gunnery advantages against naval and air targets]. - The US player may re-roll any misses made by their Destroyers and Battleships during naval combat. This bonus does not apply to shore bombardment.
6. Naval Industry
[After Pearl Harbor, the US quickly moved to rebuild and heavily expand its Pacific Fleet]. - All Naval units cost 1 less IPC for the entire game.
7. Liberty Ship Program
[In 1941, the U.S. embarked on a massive expansion of the merchant marine fleet under the auspices of the Emergency Shipbuilding Program. The standard Liberty ship was the centerpiece of this program]. - Your transports now cost 6 IPCs. If used in combination with the Industry NA, transports cost still cost 6 IPCs.
8. Essex Aircraft Carrier
[These carriers were among the largest and most advanced carriers to see action during the war in the Pacific]. - Once per turn, 1 aircraft carrier can be purchased and placed at Eastern United States for 14 IPCs. Can be used in combination with the Industry NA.
9. Chinese Divisions
[The Chinese had three hundred divisions in 1942. Present Roosevelt spent much of the war trying to get Chiang Kai-Shek to do something with them]. - During your mobilize new units phase, you may place one of your infantry for free in one of the following territories if you control it: China, Sinkiang, Kwangtung or French Indochina. (For more information see FAQ)
10. Communist Guerillas
[Communist guerrillas remained the only really effective force against the Japanese in Occupied China]. - Starting on the first US turn, the US player rolls one die per turn and notes the results as follows:
1= One Japanese Infantry is destroyed and removed from the map.
2= The US player can select the territory of China, Sinkiang or Kwantung and force all Japanese units that move into this territory to stop or force units moving out to be reduced to a movement of one.
3= The Japanes players loses 2 IPC
4= The Japanese player loses 1 IPC
5= No effect
6= Communist Guerillas neutralized (no roll next turn)
11. South American Allies
[During WWII, Brazil committed troops in form of the Smoking Cobras Legion; and Mexico in the form of the 201st Fighter Squadron. In both cases the United States provided the equipment]. - At the beginning of the game the US player gets 1 free Fighter on Mexico, 2 free Infantry on Brazil and 1 free Transport in Sea Zone 18.
12. Remember Pearl Harbor
[Due to the events of December 7, 1941, men rushed to enlist with all branches of the US military in order to defend the United States and to get revenge against the Japanese Empire]. – Your infantry cost 2 IPCs.
13. Marines
[“Send in the Marines!” was a popular U.S. rallying cry in World War II]. - Your infantry attacks on a 2 in the first cycle of the land combat portion of an amphibious assault. (For more information see FAQ)
14. Airborne Rangers
[The Rangers specialized in airborne, light-infantry and direct action operations to lead the way for the army]. - Your bombers can carry two infantry and may not perform any bombing missions for that turn. Bombers assigned for air transport have a reduced range of 4. The bomber and the infantry must embark from the same territory. If there are AA guns in their path, these bombers can be fired upon. If a bomber is hit, both the bomber and carried infantry are destroyed. Para-dropped infantry have a first-strike ability and attack at 2 or less. Inflicted enemy losses cannot counter-attack. This ability and increased attack factor is for the first round only.
15. Rangers and Other Special Forces
[During the war, the United States created a number of special forces units which were tasked to accomplish the impossible. Some units include: Alamo Scouts, Merrill's Marauders, and the Black Devils]. - US Player can designate up to 2 infantry in an attack as Rangers. During the conduct opening fire phase, they hit on a 2 and can select their targets; their fire is preemptive.
16. Island Bases
[MacArthur’s forces built many airbases on the islands they conquered. From these bases, they could launch attacks deeper into Japanese-held territory]. - When moving your air units, you may treat island groups as part of the sea zones containing them. For example, a fighter (move 4) could travel from Hawaii to the East Indies in one turn, assuming your side controlled both island groups.
17. Superfortresses
[The B-29 Superfortress flew higher than any other plane in the U.S. arsenal]. - The defender rolls two antiaircraft guns for each superfortress. The total of 2 dice must add to 3 or less to shoot the superfortress down in the opening fire step. <Taken>
18. Arsenal of Democracy
[Declared by President Roosevelt on December 29, 1940 it was the next step to bring the United States into war footing by supplying its allies with arms]. - During the Unit Mobilization Phase, the United States player may place 1 artillery or tank it purchased during the Purchase Units Phase in any British Territory containing a War Factory. IE: If the British have a factory in England and India, the US can place units in both territories.
19. Economic Might
[Admiral Yamamoto was correct in his predictions that Japan had awoken a giant. With the war declared, once idle American factories began churning out copious sums of armaments]. - Starting on turn 1 and for every turn thereafter, the US will receive 1 extra IPC during the collect income phase. Thus, for example, by turn 5 the US will be receiving 5 extra IPCs.
20. Nearly Unlimited Research Funds
[Many billions of dollars were spent on research and development of militarily significant technologies. The Manhattan Project alone cost nearly two billion dollars]. – Starting on turn 1 and for every turn thereafter, during the develop weapons phase, the US receives 1 free research die which must be used. This die can be combined with purchased research dice.
Ever had the IJN have 4 BBs, 4 fully loaded CVs, 2 DDs, 5 TRNs, and 1 Sub -VS- 3 US BBs, 3 fully loaded CVs, 3 TRNs, 11 DDs and 1 Sub?

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Post by Flashman » Mon May 21, 2007 3:06 pm

Mmmm, not sure where the colonial territories come in. My father was in this fleet (air arm) and they sailed for the far east from Portsmouth.
FleetAdmiral wrote: =British Pacific Fleet [Officially formed in November 1944 due to the successful efforts by Prime Minister Churchill, this Fleet increasing its size throughout the war worked with the United States Navy in the war against Japan]. - By turn 5, if you control one of the following territories: South Africa, India, Australia or New Zealand, in one of those territory’s sea zones you may place 1 aircraft carrier with 1 fighter and 1 destroyer for free.

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Post by FleetAdmiral » Mon May 21, 2007 7:55 pm

Flashman wrote:Mmmm, not sure where the colonial territories come in. My father was in this fleet (air arm) and they sailed for the far east from Portsmouth.
FleetAdmiral wrote: =British Pacific Fleet [Officially formed in November 1944 due to the successful efforts by Prime Minister Churchill, this Fleet increasing its size throughout the war worked with the United States Navy in the war against Japan]. - By turn 5, if you control one of the following territories: South Africa, India, Australia or New Zealand, in one of those territory’s sea zones you may place 1 aircraft carrier with 1 fighter and 1 destroyer for free.
I included these territories either: individuals from those territories were serving within the fleet or contributed ships, or the fleet anchored off these areas (South Africa and India) on their way to the Pacific.
Ever had the IJN have 4 BBs, 4 fully loaded CVs, 2 DDs, 5 TRNs, and 1 Sub -VS- 3 US BBs, 3 fully loaded CVs, 3 TRNs, 11 DDs and 1 Sub?

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Post by Flashman » Tue May 22, 2007 3:02 pm

I'm not a great fan of NAs; my take is that if a rule is good enough to play it should be in the general rules to start with. Most of the proposed rules I either reject as too abstract or contrived, or have absorbed into the greater rules. I particularly dislike the introduction of "free" units. To detail, my comments in Italics:

:::SOVIET UNION:::
1. Non-Aggression Treaty
[The Japanese refrained from attacking the Soviet Union during most of the war. They already had one bear coming at them from the East]. - The first time in the game that Japanese forces attack any Red territory, you may place four of your infantry for free in that territory before resolving combat. If you attack Japan before it attacks you, you lose this advantage. (For more information see FAQ)

Rendered obsolete by my much more comprehensive NAT rules (qv)

2. Far East Forces
[While Japan did have the raw data required to surmise the USSR's Far Eastern forces with incredible precision, analysis of the data was poor which resulted in underestimating Soviet Forces] - Should the Soviet Union attack or be attacked by Japan, it gets 1 free infantry and 1 free tank. Can be used in combination with Non-Aggression Treaty NA.

Rendered obsolete by my much more comprehensive NAT rules (qv)

3. Siberian Reserves
[The Japanese decision to strike America, allowed the Soviet Union to shift the Siberian reserves westwards against the Wehrmacht]. - Once per game, you may reinforce Siberia if you control it. Roll one die each turn during your mobilize new units phase. On a roll of 2 or less, you place three of your infantry and two of your tanks for free in Siberia. Can be used in combination with Non-Aggression Treaty and/or Far East Forces NAs.

Don't like this. The treaty is sufficient to allow westward moves of R inf.

4. Deception Operations
[During WWII, the Soviets learned and mastered the art of deception operations; successfully employing it against both German and Japanese forces in operations such as Operation Bagration and August Storm]. – Once per game when attacking a single German or Japanese controlled territory, the Soviet Union receives 2 free infantry, 2 free artillery and 2 free tanks.

I don't like all this producing free units from thin air. It disrupts the idea of a war economy.

5. Lend-Lease
[With the Ukraine lost and factories moving East, the Soviet Union could neither feed nor rebuild itself. The Allies came to its rescue]. - During your purchase units phase, you can convert units belonging to a friendly power into your units if they begin in or move into Red territories. Remove the affected units from play and replace them with the same units of your own colour. Friendly infantry cannot be converted. <Modification>

Illegal under Soviet/Japanese Xenophobia rule (no allied units on their soil). If using the above rule, convert units at the END of the Soviet turn, otherwise such pieces might move and fight twice in a round.

6. Lend-Lease War Materiel
[In addition to providing equipment such as tanks, aircraft and trucks, the United States also provided raw materials to help fuel the Soviet war effort]. - The British and US players may each transfer up to 5 IPCs to the USSR per turn during their purchase new units phase. Can be used in conjunction with Lend-Lease NA.

Too easy. The cash should be convoyed via transports to a Soviet port.

7. Trans-Siberian Railway
[The Trans-Siberian Railway spanned 10,000 kilometres from Moscow to Vladivostok, the longest main line in the world]. - Your infantry, antiaircraft guns, and artillery may move 2 territories per turn only among these territories: Russia, Novosibirsk, Yakut S.S.R., and Buryatia S.S.R. (For more information see FAQ)

Rendered obsolete by rail movement rules. Why only Russia?

8. T-34 Tank
[The T-34 possessed an excellent combination of speed, armour and firepower. In addition to being produced in large quantities, this medium tank was considered to be one of the best designs of the war]. - Once per turn, two tanks can be purchased and placed in Russia for 8 IPC.

Don't see the connection between "quality" & "cheaper to produce".

9. Salvage
[After the battle of Kursk in 1943, the Germans left the shells of their wrecked tanks behind. The Soviets found interesting uses for them]. - If you win a battle whether it be attacking or defending a Red territory and at least one enemy tank is destroyed, you may place one free tank in that territory. <Modification>

I much prefer a general rule whereby all tanks moving and defending must make "breakdown rolls". On 1/6 they experience mechanical faults and cannot move or fight, and can thus be captured and converted to winner's own units. Again, why just Russia?

10. Guard Tank Regiments
[The Soviet Union used heavy tank regiments as guards of Moscow. These were elite tank formations, invulnerable to any standard anti-tank weapons available of that time]. - Your tanks in cities (Leningrad and Moscow) have their defence increased by 1 (defend on a 4).

Superceded by my Heavy Tanks tech (which USSR starts the game with)

11. Commissars (NKVD)
[Spreading Stalin’s slogan “not one step back,” Russian commissars shot soldiers who flee from battle]. - If you get attacked during any Axis player’s turn, you may sacrifice (destroy) any number of infantry you own. For each infantry sacrificed, 2 other of your infantry defend on a 3 this round.

Are they hiding in a bunker?

12. Shock Troops
[Soviet Shock Troops led frontal attacks against German Forces and could expect to suffer high casualties. These formations also included Penal Battalions]. - 1 infantry has its attack increased by 1 in the first cycle of combat. No more than 3 infantry can get this bonus per turn.

Do they carry electric prods?

13. Conscripts
[The Red Army won many battles with their raw manpower, by using untrained infantry and many times unequipped]. - During your mobilize new units phase, you may place one of your infantry for free in any red territory if you control it. This free unit is in addition to the group of units you just purchased.

More men from thin air.

14. Partisans
[Due to severe treatment of the peoples in conquered territories, locals who once considered the Germans as liberators had a change of heart and began to fight against them]. - Starting with the 2nd turn of any Axis invasion of the Soviet Union the Soviet player rolls one die per turn and notes the results as follows:
1= One German Infantry is destroyed and removed from the eastern front.
2= The Soviet player can select one territory that’s originally Soviet controlled and force all Axis units that move into this territory to stop or force units moving out to be reduced to a movement of one.
3= The German players loses 2 IPC
4= The German player loses 1 IPC
5= No effect
6= Partisans neutralized (no roll next turn)

Too abstract. I prefer retreating units in battle turning wild.

15. Katyusha Rockets
[The Soviets were able to supplement the artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for individual lack of accuracy]. Your artillery attacks on a 3 or less, for the first combat cycle only.

Rendered obsolete by Heavy Artillery tech.

16. Mobile Artillery
[The development of the SU-76 and subsequent series of Assault Guns allowed Soviet artillery to keep pace with advancing infantry and tanks]. - Soviet artillery now moves at 2, instead of the normal move 1.

See rail movement

17. Ilyushin Il-2 Shturmovik
[Known as the “Flying Tank”, this heavily armed and armoured ground attack aircraft wrecked havoc among Germany armour. By the time the war ended 41,129 of these aircraft had been manufactured]. – You may designate of your 2 fighters as Ilyushin Il-2 aircraft, which, if you choose can specifically target enemy tanks.

Needs a specific piece to work. Again, all nations should have ground-attack aircraft.

18. Scorched Earth
[To prevent the German invaders from making use buildings and other infrastructure, Soviet forces torched and destroyed them as they retreated] .- When the German player conquers any Soviet territory, that territory has no value until the next round of play. The German player may not add a control marker on the just captured red territory, hence may not increase the National Production Chart correspondingly. If the territory is liberated during Russians turn, then the territory regains its value.

This is more interesting. But should ANY nation ever be able to raise income from captured territory?

19. Rasputista
[With heavy rains the landscape changed in a blurry mess of mud where vehicles and men got stuck and were unable to advance]. - Twice during the game in your collect income phase, you can declare a Rasputista. Until the start of your next turn, movement (both combat and non-combat) for land units is limited to one space in any original Soviet territory and West Russia., Belorussia and Ukraine.

I prefer a more natural development of weather, perhaps each turn = a season (3 months)?

20. Russian Winter
[Russia’s greatest ally was its winter cold. Germany’s invasion stopped dead as the snows came down]. Twice during the game in your collect income phase, you can declare a severe winter. Until the start of your next turn, your infantry defend on a 3. <Modification>

See above, but increase Tank breakdown to 3/6

21. Mobile Industry (see AAR rules)

Irrelevant for a 1942 start, as Ukraine factory should already be relocated
in Urals. Needed for pre-1942 scenarios, though.



:::GERMANY:::
1. Surprise Attack
[When Germany invaded Poland, France and the USSR, the Luftwaffe made sure to quickly destroy any air opposition] - If German aircraft, and only aircraft attack a territory containing Allied aircraft, Allied ground units (except AA gun) cannot fire or be taken as casualties.

This was still a surprise in 1942?

2. Luftwaffe Dive-Bombers
[Europe was blitzed and bombed. The Ju-87 Stuka Dive-Bomber, a small plane, played a big role. Its screaming siren generated terror on all battle fronts]. - Your fighters may conduct first round tactical bombing runs. They are subject to antiaircraft fire as normal. In the first cycle of combat, if there are no defending fighters present, the [German] fighters hit on a roll of 5 or less. In succeeding cycles of combat, the fighters hit normally. If defending fighters are present, this first cycle ability is cancelled.

Prefer general dive-bomber rules and pieces

3. Henschel Hs 293
[This air-launched anti-ship missile featured a 295 kg warhead that was radio or even wire guided by the aircraft bombardier to its target. A number of Allied ships were sunk with this weapon]. - When attacking surface ships in the first round of combat, your bombers can target specific ships and fire preemptively in the opening fire phase. The targets must be declared before rolling the dice. If heavy bomber technology is obtained, you get two missiles per bomber.

Prefer torpedo-bomber rules.

4. Blitzkrieg
[German warfare combined the use of mobile units with the close support of airpower into a steel juggernaut emphasize speedy movement and maximization of battlefield opportunities]. - Each of your attacking fighters give one matching tank an increased attack factor of 5 or less. This pairing is on a one-to-one basis. The increased attack ability is for the first round only and is cancelled if defending fighters are present. Cannot be used in combination with Luftwaffe Dive-Bombers.

Again, too late for '42

5. Panzer Grenadiers
[During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks]. - Each of your tanks gives one matching infantry one additional movement point. The tanks and infantry must leave from the same territory.

Pretty good rule for German elite infantry type.

6. Tiger Tanks
[Armed with fearsome 88 mm gun and heavy armour, the Tiger struck fear into the hearts of its foes when encountered]. - During each battle you may assign one tank as a Tiger Tank. The Tiger attacks and defends on a 4 or less, and may choose it target (only ground units), and fires preemptively in defence.

The Germans should have to develop HTs as a tech.

7. Afrika Korps
[To help Mussolini realize his dream of a new Roman Empire around the Mediterranean, Hitler sent the Afrika Korps to bolster faltering Italian forces]. - Once per game place 2 infantry, 1 artillery, and 2 tanks for free in Libya during your Mobilize New Units phase if the Axis control Libya, Southern Europe and Germany.

More free stuff. Yuck.

8. Foreign SS Legions
[The Waffen-SS recruited foreigners to fight for it. Individuals such as the Grand Mufti of Jerusalem helped to recruit individuals for the Waffen-SS]. – The German player may place 1 infantry unit in any grey territory for a cost of 2 IPCs during the unit mobilization phase.

See infantry recruitment rules

9. Volksstrum Infantry
[Created on October 18, 1944 all men between the ages of 16 and 60 who were not already serving in the military were conscripted into this organization. They were poorly equipped and trained, and suffered from a high desertion rate]. - Once per game, the German player may purchase infantry for 2 IPCs each. This cannot be performed unless a territory adjacent to Germany is controlled by any Allied player.

Again, wouldn't every nation have these if close to being occupied?

10. German 88's
[A feared weapon that was used both in the anti-aircraft and anti-tank role, the 88 as it was known could knock out the heaviest of tanks]. - During the first cycle of combat only, your artillery fires in the opening fire phase instead. If paired with 1:1 with infantry, that infantry attacks at 2. Can be combined with Fortress Europe NA.

Rendered obsolete by Heavy Artillery tech.

11. 8.8 cm FlaK
[The ever versatile 88 was originally designed as an anti-aircraft weapon. Capable of firing rounds up to 32,500 feet at 15 to 20 rounds per minute, the 88 was a heavy anti-aircraft weapon]. - You may designate up to 2 of your artillery as AA guns in combat. Each of your artillery fires only once (per combat round), and must roll a 1 to hit aircraft during the combat phase. When designated as FlaK and paired with infantry, those infantry still attack at 2. The FlaK artillery cannot fight ground units, unless they are undesignated, this must be declared at the end of a combat round. Once done, in the next combat round your FlaK artillery can fight normally.

Lets get rid of the 88 pieces to clear up this confusion.

12. Atlantic Wall
[The Germans fortified the European Atlantic coast with massive defensive systems from Norway to Spain]. - During any amphibious assault against a grey territory, all your infantry defend on a 3 during the first cycle of combat.

See my 1-1 infantry topic

13. Fortress Europe
[Hitler ordered the Gustav Line in Italy to hold at all costs. Those costs included tens of thousands of men of all sides]. - Your artillery in grey territories defends on a 3.

RO by HA tech.

14. Z-Plan
[Before World War II, the Germany planned to build a large naval fleet. Only four months after the war started many incomplete ships of the Z-Plan were scrapped to produce submarines]. – Once per game the German player rolls four dice. The result equals the total of free IPCs that must be spent on naval units this turn. Additional IPCs may be allocated from your normal income to complete purchases.

You're getting money from thin air now?

15. Graf Zeppelin
[The first German Aircraft Carrier to ever be designed and almost completed. Although approximately 80% complete work on her stopped in April 1940]. - The German player must spend 8 IPCs to finish and deploy this ship from Germany.

Why? These are supposed to be ADVANTAGES.

16. VII Submarine
[Type VII U-boats were the workhorses of the German Kriegsmarine. Type VII boats were most widely used and constructed series of submarines of the war]. - Once per turn, up to two submarines can be purchased and placed in Germany for 6 IPC each provided no surface naval units are purchased there.

Put the money towards SS tech instead.

17. U-Boat Interdiction
[The Untersee Boats swarmed Allied shipping lanes, sinking ships regardless of their cargo. Some “cargo” were noncombatants]. - During the collect income phase of the U.K. and U.S. turns, subtract 1 IPC from the collecting power’s national production total for each of your submarines on the game board.

Too abstract. Let the subs go out and sink ships. Wider oceans will give them more chance to do this.

18. Operation Drumbeat
[Soon after Germany declared war on the United States, Admiral Dönitz initiated an ambitious operation to attack US shipping. Due to a slow response by the US Navy, the results of Operation Drumbeat were spectacular]. - Once per game you may declare you are launching Operation Drumbeat. You must declare which of your submarines (regardless of their location on the game board) will be attacking the Eastern US sea zone (sea zones 10 or 19). Additionally, you will receive 1 free submarine for this attack. In the first round of combat your submarines attack on a 3 (4 if you have the super-subs technology) or less. During your combat move phase, place your selected submarines, plus the free submarine in the targeted sea zone. Conduct combat as normal. After combat is resolved, your remaining submarines to sea zone 5 during the noncombat move phase.

A free sub? Gameplay should naturally produce such strategies, such as here before the US gets it's convoys organized.

19. Albert Speer & German Industrial Rationalization
[Under the steady hand of Albert Speer, German armaments production steadily increased throughout the war. This miracle was due to his reorganization of German industry and finally placing Germany on the path of total war]. - On turn 5 the territory of Germany is worth 15 IPC per turn. But the original value for both economic attacks and Allied occupation.

You adroitly sidestep the issue of slave labour. A bit like Speer at Nuremburg.

20. Peenemünde
[This site, located in northern Germany was where rocket research was conducted. The fruits of this research bore the V1 and V2 weapons]. - Once per game you get 3 free dice towards researching rockets. These free dice can be combined with research dice you purchase.

RO by Rockets tech.


21. Wolfpacks (see AAR rules)

This actually makes sense, I wonder why you ommited it?

22. Panzerblitz (see AAR rules)

Pretty unlikely if using defender retreats.


:::BRITAIN:::
1. Australian Assistance
[During the war in the Pacific, the Australians provided troops and ships to the Allied effort] - Australia begins the game with an Industrial Complex and 1 Destroyer in Sea Zone 40 (along with the existing Transport and Submarine).

They get a free WHAT?????
Why not give them 6 Brewster Buffalo fighter as well!
Australian infantry recruitment is sufficient


2. Fighting Canadians
[Over 1 million Canadians volunteered for military service in the Army, Navy and Airforce during the war. Canada eventually built the 3rd largest navy in the world]. - On Turn 2, the British player gets 1 free Destroyer in Sea Zone 1, 1 free Infantry and 1 free Fighter in Eastern Canada. For every turn thereafter, place 1 free Infantry in Eastern Canada during the Unit Mobilization Phase.

I'm all for raising inf in Canada, but why get them free? Perhaps the capacity to build destroyers, and maybe tanks (Ram)?

3. British Commonwealth Troops
[Commonwealth Troops such as South Africa, Australia and New Zealand supported the British in the Desert Campaign in North Africa]. - For each turn during your mobilize new units phase, if you control Trans-Jordan, Persia or Egypt, roll one die. If you get a unit, place it in one of the three territories. If you roll:
6 = Tank
5 = Artillery
4 or 3 = Infantry
2 or 1 = Nothing

A magic teleport from Wellington to Jerusalem! This gets better.

4. Uncommon Valour
[Commonwealth soldiers such as those from Canada (Liberation of Caen) and India (Battle of Imphal) were put through arduous situations. Only their tenacity and skill ensured their success]. - Your grounds forces (of at least 2 ground units) may ignore the first 1 hit.

What, in EVERY battle? That's too powerful.

5. French Resistance
[France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers]. - Once per game, if Western Europe becomes controlled by the Allies, you may place three of your infantry there for free.

Infantry recruitment again. FREE French? They cost the same to pay, equip and train as any other soldiers. The cost comes from the income you gain by occupying the territory.

6. Home Guard
[Originally called Local Defence Volunteers, it was formed on May 14, 1940 to help defend Britain against a possible German invasion. On July 23, Prime Minster Churchill coined the term Home Guard, which was soon adopted during a BBC broadcast]. - Once during the game if the UK is attacked by land units, you may place 3 infantry for free there, before the conduct combat phase.

Much too powerful. See Volksturm comment.

7. Colonial Garrison
[World War II represented the height of the United Kingdom’s colonial empire. Two decades later, the Commonwealth was a shadow of its world-spanning former self]. - You begin the game with one additional industrial complex in any tan territory with an income value of at least 1. (You still can’t have more than one industrial complex in a tan territory.)

Is this in addition to rule 1? Inf recruitment is enough.

8. Spitfire Fighter
[A fighter made legendary due to the Battle of Britain. It was designed with speed, manoeuvrability and firepower in mind]. - Once per turn, 1 fighter can be purchased and placed in United Kingdom for 8 IPC.

But why were they cheap to produce?

9. Flying Tank Busters
[Aircraft such as the Hawker Hurricane Mark IID armed with their twin 40 mm guns proved to be effective tank busters in the North African campaign]. - Your fighters attack on a 4 only in the first round of combat.

See dive bomber comments

10. Lancaster Bomber
[With its 22,000 lb bomb load, this bomber could sow destruction]. - Your bombers are now attack 5.

RO by Heavy Bomber tech.

11. The Royal Navy
[Charged with the protection of Britain’s vast world spanning Empire, as well as Britain herself, the navy consisted of a mixture of ships giving it a wide range of capabilities]. - Once per game, place 1 destroyer for free off the coast of Eastern Canada, Egypt, South Africa, India, Australia or United Kingdom if you own the land territory, during your Mobilize New Units phase. You may place the destroyer even if the sea zone is enemy-occupied. Your destroyers now cost 1 IPC less.

Actually most UK destroyers were bought from the USA.

12. British Pacific Fleet
[Officially formed in November 1944 due to the successful efforts by Prime Minister Churchill, this Fleet increasing its size throughout the war worked with the United States Navy in the war against Japan]. - By turn 5, if you control one of the following territories: South Africa, India, Australia or New Zealand, in one of those territory’s sea zones you may place 1 aircraft carrier with 1 fighter, and 1 destroyer for free.

More free stuff. Cheat!

13. Heavily Armoured Carriers
[Both the Illustrious-class and Implacable-class Carriers were designed to operate within range of land-based airpower without fear. This goal was accomplish via their heavily armoured decks and armour belts]. - Your carriers are now 2 hits, and follow the same hit rules as your battleships.

This is a possible, but perhaps should be a tech. Move at only 1?

14. King George V-class Battleships
[Compared to US South Dakota-class Battleship design, the British Treaty Battleship was less expensive to construct]. - Your battleships now cost 21 IPCs.

No. I think all identical performance units should cost the same.

15. Mideast Oil
[The United Kingdom’s 1920 division of the Middle East tapped into the power from the sands. The Germans tried to get that power for themselves] .- At the end of the UK’s Collect Income phase, if the UK controls Egypt, Tran-Jordan, and Persia, roll a die to determine how many additional IPCs are collected.

Better than the potty rule from AAR. But just add the value to the territory, and let the Axis collect it if they capture the area.

16. Convoys
[To continue its war against Germany, Britain relied upon imports such as food, fuel, raw materials and arms. These items could only be imported by sea and thus had to be protected]. - At the beginning of the game the UK player may select up to two sea zones adjacent to Great Britain, but not adjacent to each other and designate them as Convoy Centres. Roll 1 die (with a value between 1 to 3) for each Convoy Center, at the end of the UK's Collect Income Phase, if there is at least one UK naval unit in the Convoy Center, the UK collect that number of additional IPCs. Place a UK control marker in the sea zone(s) to denote Convoy Centre Status.

Too abstract. Wider oceans will create convoy centres naturally.

17. Joint Strike
[The most powerful strike in the war was the joint Allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled]. - Once during the game, on your turn, you may declare a joint strike. You complete your turn as normal, except you skip your combat move and conduct combat phases. (Any of your units may move on your non-combat move phase.) On the U.S.’s turn, the U.S.’s player can move any of your units during his or her combat move phase and conduct combat with them, as if they belonged to the U.S. You and the U.S.’s player must agree on attacking casualties, or the opposing player gets to choose them. (For more information see FAQ)

Don't like this. If you must have it, give Italy-Germany the same capability. Considering the Normandy operation, it's important to think about turn order (i.e. does Germany play between UK and USA on same turn? Does Italy play between the Allies so it gets a chance to reinforce a German defence of France weakened by a UK invasion before the US follows up with the second wave?

18. Joint Research
[Both Britain and the United States combined their research and development efforts in new technologies and weapons. Major examples are: proximity fuses and the Manhattan Project]. - During your research phase you pay for as many research dice as you like, however you do not roll them. During the US player’s develop weapons phase, you and the US player must agree upon which technology to research. The US then purchases their research dice, and then rolls both their and the British dice. If the technology is developed, both you and the US player get that technology. Can be used in combination with the US player’s Nearly Unlimited Research Funds NA.

Again it must be the same for Germany-Italy. In the name of balance more than anything, as Hitler and Il Duce were extremely jealous of each other, and liked keeping the other in the dark!

19. Enigma Decoded
[Working in a secret facility in Bletchley Park, Alan Turing's cryptographers broke the codes of the Nazi Enigma machines. They could then send false messages back]. -
Twice per game, when Germany finishes its combat move phase, but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Germany. Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one of your units behind. This special move otherwise follows the rules for a non-combat move. If your units survive, they remain in the space to which they were moved. <Modification> (For more information see FAQ)

Another advantage which any power might have developed. Possible tech?

20. Radar
[Britain’s radar alerted it to the threat of German planes crossing the channel. It used this warning to make sure the Luftwaffe never made it to the other side]. - Your antiaircraft guns in tan territories hit air units on a roll of 2 or less. <Modification>

Perhaps all UK fighters in flying range can intercept?



:::JAPAN:::

1. Strategic Bombing Limitations
[Since much of Japanese industry were small shops and factories, destroying them was only possible due to overwhelming air power]. - Allied player requires 2 bombers to conduct Strategic Bombing against Japanese factories.

But they burned so much better...

2. Philippines Gatehouse
[Partially due to political reasons the Philippines had to be liberated from Japanese control. Due to its strategic placement, control of the Philippines would serve to cut Japan off from the rest of its empire]. - Japan cannot be invaded until the Philippines are under Allied control. The turn after the Philippines are under Allied control can an invasion against Japan be launched.

i.e. MacArthur's Ego.

3. Greater East Asia Co-Prosperity Sphere
[The concept was an attempt by Japan to create a self-sufficient "bloc of Asian nations led by the Japanese and free of Western powers". In reality it was Japan’s plan to exploit and pacify its conquered territories]. - For every British and US territory captured in Asia, Japan receives double the income for the first turn of conquest.

Why? Did ANY conquered nation work harder for the Japanese?

4. Kamikaze Attacks
[Also known as the “Divine Wind”, Kamikaze were organized Special Attack units whose purpose was to crash their explosive laden aircraft into US and British ships. Most of the pilots only knew how to take off and dive into their target. Kamikaze had one cardinal rule: one aircraft to sink one ship]. - You may make six Kamikaze attacks during the game for free. Kamikazes are not represented by a unit, hence a Kamikaze can not be taken as a casualty. Use a die to keep track on how many Kamikaze remain to be used. These attacks may be launched if an Allied player move ships within 2 sea zones from Japan, after all combat movement has been completed. Kamikaze may target specific enemy ships, except for submarines. They attack on a roll of 2 or less during the opening fire step of the first cycle of combat only. Before you roll dice to launch a Kamikaze attack, you must announce the target(s) and how many Kamikazes that are participating. If a Kamikaze is used during an allied combat phase this counts as a naval battle and will prevent all ships in that sea zone from conducting shore bombardment. <Modification>

I prefer the rule as written in AAR, i.e. no free planes - you must use an existing fighter.
I'm also considering using the Yokosuka Ohka suicide plane as a Japanese alternative to the Jet Fighter tech (there doesn't seem to have been any Japanese jet program). This would be a stand alone unit used ONLY in Kamikaze attacks.


5. Kaiten Torpedoes
[The standard Type 93 24-inch torpedo was modified to include a crude cockpit with periscope and carried a 3,400 pound warhead. Ships sunk by this Special Attack weapon include: USS Mississinewa and USS Underhill]. - Each Kaiten Torpedo costs 2 IPCs. Kaitens attack/defend on 1 and automatically become an opening fire casualty. They can only be used in Sea Zones 60 and 61 or the same sea zone being occupied by at least one of your submarines. Use a die or dice to keep track how many Kaitens remain in your inventory. If used during an allied combat phase this does not count as a naval battle and will not prevent shore bombardment. <Modification>

You should add that they only hit ships. Better than the AAR sub sacrifice, but still seems expensive at 2 IPCs for a 1/6 hit.

6. Long Lance Torpedoes
[The Imperial Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power]. - Your submarines attack on a 3 (4 if you have the Super Submarines development) in the opening fire step of combat. This increased attack factor is for the first cycle of combat only.

Never knew that. Have to research this one.

7. Long Range Submarines
[Japan constructed most of the worlds longest range submarines. These subs managed to sink several capital ships such as the USS Wasp and USS Indianapolis]. - Your submarines now move 3, and can target specific ships. The targets must be declared before rolling the dice.

Again new info for me. Have to consider this as a tech in regard to my suggested ship refueling rule.

8. Super Battleships
[Japan built the largest, most heavily armed and armoured battleships ever put to sea]. Japanese battleships take three hits to sink. To help keep count, place Territory Marker below BB. If hit once, remove marker, twice, turn BB on side. If survive, all damage repaired, right BB and place marker below the ship.

But they only built 2. They don't seem to have been all that effective, though by the time they put to sea they faced overwhelming enemy air power.

9. Shinano
[This was to be the 3rd ship in the Yamato-class. When work on her stopped in December 1941, she was approximately 50% complete]. - If the Japanese player elects to complete the ship as a battleship, 12 IPCs must be spent, else spend 8 IPCs to complete the ship as an aircraft carrier. Deployment must be from Japan.

I've proposed this as a general ship building rule; first turn = hull, second turn = BB or CV.


10. Night Fighting
[Due to the limitations placed upon it by the Washington Naval Treaty, the IJN developed methods to counter the numerical advantage of the USN] - In naval combat, Japanese Fleets [must be at least 2 ships] ignore the first 1 hit inflicted upon them.

Me no like.

11. Army Carriers
[Due to inter-service rivalry, the IJN loathed to provide air cover for the IJA. The Army's solution, get aircraft carriers for themselves: Akitsu Maru and Nigitsu Maru] - Transports can now land/launch 1 fighter, only if they are carrying no ground units, and did not land any units that turn.

So why build carriers?

12. Tokyo Express
[The Japanese High Command used destroyer convoys to ferry infantry. Allied sailors dubbed this the “Tokyo Express.”] - Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. (For more information see FAQ)

Perhaps, but only as a "bridging" move, or when evacuating inf by sea from a retreat. But again, why just Japan?

13. Lightning Assaults
[In the early part of the war, Japan strung together a series of invasions that shocked the world. They conquered island after island until they controlled nearly every Far East sea coast]. - Your transports may make more than one amphibious assault per turn: They may move, attack a coastal territory, then move again and attack a second coastal territory. They still must stop their movement in the first hostile sea zone they enter. A transport’s capacity is unchanged; it still cannot load or offload more than one land unit plus one infantry in the turn. (For more information see FAQ)

What's the point of this - to grab unoccupied territories?

14. Banzai Attacks
[A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant “May you live ten thousand years.”] - When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which your attacking land units consist of only infantry. (For more information see FAQ)

I prefer this: all Japanese infantry may do this, anytime, regardless of the presence of other units. BUT Japanese infantry may never retreat from a battle.

15. Parallel Planning
[During the later half of WWII, the IGHQ amazingly arrived at the same conclusions of American planners, correctly predicting the targets of the Philippines, Iwo Jima, Okinawa and the planned invasion beaches on Japan] - On any Orange territory attacked by the US Player, Japan gets to place 1 free infantry.

No free men, man.

16. Dug-In Defenders
[The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tactic included bunkers and pillboxes connected by tunnels]. - All your infantry on islands are immune to shore bombardment and defend on a 3. <Modification>

RO by my 1-1 infantry rule.

17. Accurate Artillery
[Although Japanese artillery tended to fire few rounds, those rounds tended to be deadly accurate, as the invaders of Iwo Jima and other islands would attest.] - During first round of combat artillery attacks preemptively during the conduct opening fire phase.

RO by HA tech

18. Mounted Infantry
[The astounding mobility of Japanese infantry during the war was due to a mixture of bicycles and horses]. - Your infantry may move 2 spaces. However, they still may not blitz.

RO by rail movement

19. Kwangtung Army
[It was amongst the most feared armies in Asia. Throughout the war in the Pacific, the Army’s best men and equipment were transferred to other areas to help fight the Allies]. - Once per game, if you control Kwangtung, you may place 4 infantry and 2 artillery on any Orange territory for free during the mobilize new units phase.

Yuk! This army spent most of the war in Manchuria.

20. Operation Ichi-Go
[Launched on April 19, 1944 and lasting through till late December 1944, it was the last major Japanese offensive in China. It successfully accomplished its goals of opening a land route to French Indochina and capturing southeast China air bases]. - Once per game, you may declare that you are launching Operationa Ichi-Go when either attacking China or Sinkiang. Place 3 infantry, 1 artillery and 1 tank free in addition to other forces you are committing on the battle board.

More Free. Stuff. NO.
[/color]


:::UNITED STATES:::

1. Broken Naval Ciphers
[By mid 1942, the United States had mostly broken the IJN's most secure code - JN25 - which helped to decide the Battle of Midway] - Once per game, starting on Turn 2 the US player gets 2 free Fighters (or Fighter-Bombers if introduced) when attacking or defending against a Japanese Fleet [of at least 2 ships].

ENOUGH OF THE FREE STUFF, ALREADY.

2. Submarine Interdiction
[From 1943 to 1945 US submarines sank so many Japanese merchant marine and IJN ships that they literally ran out of targets] - During the collect income phase of Japan, subtract 1 IPC from its national production total for each US submarine in the Pacific. To take effect, submarines must be based in two of these sea zones: Midway, Hawaii, Australia, New Zealand, Philippines, Japan, and Okinawa.

See Germany equivalent for comment

3. Repaired Battleships
[Although the Japanese attack against Pearl Harbour caused severe damage, many of the ships were later repaired and returned to service] - By turn 3 US gets 1 free Battleship at Hawaii during the Unit Mobilization Phase. If Japan successfully invades Hawaii on turn 3 or before, this NA is voided, and Japan gets free: 10 IPCs towards a naval purchase.

WoW! A free BB! It must be Christmas! Them Japs've got no chance! See my Ships in Port topic for repair of damaged ships

4. Iowa-class Battleships
[Possessing heavy firepower, speed, protection and the latest technical advancements it was considered to be the best battleship design ever conceived and constructed]. – Your battleships attack and defend on a 5 or less. Also each battleship may make 1 AA roll against enemy aircraft (although opposing player chooses casualty). AA hits on a 1, on either defence or attack. AA fires in the opening fire phase and all its hits are preemptive.

No unit should EVER hit on a 5 or 6.

5. Superior American Gunnery
[Due to Advanced American Radar Sets, Fire Control Systems, Analog Computers, the US possessed decisive gunnery advantages against naval and air targets]. - The US player may re-roll any misses made by their Destroyers and Battleships during naval combat. This bonus does not apply to shore bombardment.

Too powerful

6. Naval Industry
[After Pearl Harbor, the US quickly moved to rebuild and heavily expand its Pacific Fleet]. - All Naval units cost 1 less IPC for the entire game.

Does the US REALLY need this?

7. Liberty Ship Program
[In 1941, the U.S. embarked on a massive expansion of the merchant marine fleet under the auspices of the Emergency Shipbuilding Program. The standard Liberty ship was the centerpiece of this program]. - Your transports now cost 6 IPCs. If used in combination with the Industry NA, transports cost still cost 6 IPCs.

Pretty much kills any German anti-convoy strategy - why bother when the transports can be replaced so cheaply?

8. Essex Aircraft Carrier
[These carriers were among the largest and most advanced carriers to see action during the war in the Pacific]. - Once per turn, 1 aircraft carrier can be purchased and placed at Eastern United States for 14 IPCs. Can be used in combination with the Industry NA.

But WHY so cheap?

9. Chinese Divisions
[The Chinese had three hundred divisions in 1942. Present Roosevelt spent much of the war trying to get Chiang Kai-Shek to do something with them]. - During your mobilize new units phase, you may place one of your infantry for free in one of the following territories if you control it: China, Sinkiang, Kwangtung or French Indochina. (For more information see FAQ)

RO by IR rules


10. Communist Guerillas
[Communist guerrillas remained the only really effective force against the Japanese in Occupied China]. - Starting on the first US turn, the US player rolls one die per turn and notes the results as follows:
1= One Japanese Infantry is destroyed and removed from the map.
2= The US player can select the territory of China, Sinkiang or Kwantung and force all Japanese units that move into this territory to stop or force units moving out to be reduced to a movement of one.
3= The Japanes players loses 2 IPC
4= The Japanese player loses 1 IPC
5= No effect
6= Communist Guerillas neutralized (no roll next turn)

RO by my Soviet controlled Chinese Communists. In any case these should be infantry units on the board, not abstract "phantom" guerillas who vanish into thin air.

11. South American Allies
[During WWII, Brazil committed troops in form of the Smoking Cobras Legion; and Mexico in the form of the 201st Fighter Squadron. In both cases the United States provided the equipment]. - At the beginning of the game the US player gets 1 free Fighter on Mexico, 2 free Infantry on Brazil and 1 free Transport in Sea Zone 18.

NO! NO! NO! Free stuff AND bad history. Neither Brazil or Mexico was at war in Spring '42.

12. Remember Pearl Harbor
[Due to the events of December 7, 1941, men rushed to enlist with all branches of the US military in order to defend the United States and to get revenge against the Japanese Empire]. – Your infantry cost 2 IPCs.

What were they all doing for the preceeding two years?

13. Marines
[“Send in the Marines!” was a popular U.S. rallying cry in World War II]. - Your infantry attacks on a 2 in the first cycle of the land combat portion of an amphibious assault. (For more information see FAQ)

A good, solid rule for US elite infantry.

14. Airborne Rangers
[The Rangers specialized in airborne, light-infantry and direct action operations to lead the way for the army]. - Your bombers can carry two infantry and may not perform any bombing missions for that turn. Bombers assigned for air transport have a reduced range of 4. The bomber and the infantry must embark from the same territory. If there are AA guns in their path, these bombers can be fired upon. If a bomber is hit, both the bomber and carried infantry are destroyed. Para-dropped infantry have a first-strike ability and attack at 2 or less. Inflicted enemy losses cannot counter-attack. This ability and increased attack factor is for the first round only.

I prefer general para rules for all nations, if ANY paras at all.


15. Rangers and Other Special Forces
[During the war, the United States created a number of special forces units which were tasked to accomplish the impossible. Some units include: Alamo Scouts, Merrill's Marauders, and the Black Devils]. - US Player can designate up to 2 infantry in an attack as Rangers. During the conduct opening fire phase, they hit on a 2 and can select their targets; their fire is preemptive.

I'll stick with the Marines.

16. Island Bases
[MacArthur’s forces built many airbases on the islands they conquered. From these bases, they could launch attacks deeper into Japanese-held territory]. - When moving your air units, you may treat island groups as part of the sea zones containing them. For example, a fighter (move 4) could travel from Hawaii to the East Indies in one turn, assuming your side controlled both island groups.

No. Roll for LR fighters, you cheapskates.

17. Superfortresses
[The B-29 Superfortress flew higher than any other plane in the U.S. arsenal]. - The defender rolls two antiaircraft guns for each superfortress. The total of 2 dice must add to 3 or less to shoot the superfortress down in the opening fire step. <Taken>

Flew higher - but missed their targets because of it. That's why they had the pressurised cabins ripped out. HB tech for every nation.

18. Arsenal of Democracy
[Declared by President Roosevelt on December 29, 1940 it was the next step to bring the United States into war footing by supplying its allies with arms]. - During the Unit Mobilization Phase, the United States player may place 1 artillery or tank it purchased during the Purchase Units Phase in any British Territory containing a War Factory. IE: If the British have a factory in England and India, the US can place units in both territories.

Another teleport device. Why bother building ships?

19. Economic Might
[Admiral Yamamoto was correct in his predictions that Japan had awoken a giant. With the war declared, once idle American factories began churning out copious sums of armaments]. - Starting on turn 1 and for every turn thereafter, the US will receive 1 extra IPC during the collect income phase. Thus, for example, by turn 5 the US will be receiving 5 extra IPCs.

Give this to Italy instead. Make a game of it.

20. Nearly Unlimited Research Funds
[Many billions of dollars were spent on research and development of militarily significant technologies. The Manhattan Project alone cost nearly two billion dollars]. – Starting on turn 1 and for every turn thereafter, during the develop weapons phase, the US receives 1 free research die which must be used. This die can be combined with purchased research dice.[/quote]

Why not just give them free nukes and be done with it?

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