• France National Advantages

    1. French Foreign Legion- The tradition of the foreign legion persisted throughout the war; though they had to rely on the support of the other allied powers these soldiers fought the axis valiantly.
    If France does not control its capital then the western allies may purchase units for France. The US and UK players may roll a die during their purchase units phase and spend that much of their IPCs on French land units this turn. The unit(s) is placed in either England or any territory controlled by France that contains at least one other allied unit.
    2. Vive le Resistance!- Though the French government had capitulated, its populace resisted occupation. Covert actions and clandestine operations harried the German war effort in western Europe.
    Two facilities controlled by Germany in France (industrial complex, port, airbase) take one point of strategic damage during the French turn. If a French unit kills a German unit during the French turn then roll for how much strategic damage each of these facilities suffers.
    3. Free France– Though driven from their homeland the Free French fought on from the colonies. Once France has fallen, you may establish a new capitol in French Equatorial Africa.
    This happens one full turn after Paris has been captured by the axis. From that point on you may begin collecting income again and purchasing units. Place a free minor industrial complex in French Equatorial Africa. Your capitol returns to France after it has been liberated.
    4. 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 at the start of a round (before the German turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and noncombat move phases. On those phases of the U.S. turn, the U.S. player uses your units in his or her combat move, conduct combat, and noncombat move phases together with his own units. You and the U.S. player must agree on attacking casualties, or the opposing player gets to choose them. Antiaircraft fire is rolled separately against each nationality of air units; all anti-French dice are rolled before any anti-U.S. die is rolled. National advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.
    5. Le Fantasque class destroyer– The Fantasque was the fastest class of destroyer ever built. 
    French destroyers roll at the same time as submarines. Any unit that they kill is immediately removed from play and does not get an opportunity to roll their attack or defense.
    6. Char B1 Tanks– The Char B1 tank was among the most powerfully armed and armoured tanks of its day.
    French tanks defend at a 4 or less during the first round of combat.

    German National Advantages

    1. Flak 88s– The 88 mm gun anti-aircraft and anti-tank artillery gun was one of the most recognizable German weapons of the war.
    German anti aircraft batteries may fire at attacking enemy tanks and mechanized infantry. This works identically to anti aircraft fire against incoming planes. Roll 1d6 for every attacking Tank or mechanized infantry before the attackers roll. Every one that you roll immediately destroys an armor or mechanized unit and said unit is immediately removed from the board.
    2. Heavy tanks- The massively powerful King Tiger was virtually impervious to Allied tank guns and capable of dominating the battlefield. A single Royal Tiger tank could halt the advance of a complete armored division.
    Your tanks attack and defend at a 4 during the first round of combat.
    3. Luftwaffe Dive-Bombers- The allies would learn to fear German stuka aces like Hans Rudel.
    German tactical bombers roll 2 dice apiece and choose the best result during the first cycle of a land combat in which Germany is the attacker.
    4. Atlantic Wall- Stretching from Spain to Denmark and even to Norway the German Military made use of extensive defensive fortifications to keep the western allies off the continent.
    During any amphibious assault your Infantry and Artillery defend on a ‘3’ during the first round of combat. Also, Germany gets a free AA Gun in any territory it controls during Setup.
    5. German Scientists- Germany prided itself on being the most technologically advanced army at the start of the war. It was in their interest to see this trend continue into the latter stages of the war.
    Germany may make one roll for tech for free (or one more additional roll) if it currently satisfies the conditions of a National objective. In addition, German tech rolls always cost 4.
    6. Panzer Blitz- The Panzer corps was one of the most feared forces of the war, primarily for its mobility and efficiency.
    If your attacking forces destroy all defending units in a territory in one cycle of combat; or, if no combat was necessary, any surviving tanks in the attacking force may move 1 territory during the non-combat move phase.

    Japanees National Advantages

    1. Indian National Army- The Indian National Army was an armed force formed by Indian nationalists in 1942 in Southeast Asia during World War II.The aim of the army was to overthrow the British Raj in colonial India, with Japanese assistance. Initially composed of Indian prisoners of war captured by Japan in her Malayan campaign and at Singapore, it later drew large numbers of volunteers from Indian expatriate population in Malaya and Burma.
    Whenever Japan captures one of the following British controlled territories (west India, India, Burma, Shan State, Ceylon, or Malaya) and destroys a British unit in the process, you may place down a free infantry unit on the territory. Place down two additional free infantry if you destroyed a British tank or fighter while capturing the territory.
    2. Combined Fleet- The Combined Fleet was the main ocean-going component of the Imperial Japanese Navy, analogous to the German High Seas Fleet. With the start of the Pacific War with the attack on Pearl Harbor by the Combined Fleet’s Kido Butai, the Combined Fleet was almost synonymous with the Imperial Japanese Navy, as it comprised the battleships, aircraft carriers, aircraft, and the components that made up the main fighting strength of the IJN.
    The defense values for your Aircraft carriers, Destroyers, Cruisers, and Battleships are increased by one as long as one of each of these types of vessels is present in the seazone being attacked.
    3. Island Defenders- When the time came to defend against American amphibious invasions, the Japanese prepared their positions well and fought tenaciously. Japanese soldiers hid in fortified caves armed with hidden machine guns and explosives; American forces often lost many men before clearing the Japanese out from each cave or other hiding place.
    All infantry defending on Pacific islands (this includes Japan but not New Zealand) get to roll two dice in combat and pick the best result from the dice. If the dice hit both times it is not counted as two hits except for the first round of combat.
    4. Tokyo Express- Japanese commanders frequently used destroyer convoys to ferry troops to the front lines, this was nicknamed the ‘Tokyo Express’ by American Troops.
    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. Destroyers that transport may participate in combat that round
    5. Zero Aces- Japanese pilots had been at war in China for almost 5 years gaining valuable experience, combined with the potent aircraft the “zero” it proved to be a deadly combination. However, as the war dragged on and pilots were lost the experience went with them.
    Set aside six fighters of your choosing during set up and instead place them with suitable markers beneath. (The Kamikaze tokens should suffice). These six fighters operate exactly as normal fighters; however they re-roll misses when attacking and defending. Zero Aces can not be replaced; once they’re gone, they’re gone.
    6. Super Battleships Japan’s Battleships were the largest and most powerful ever constructed. In battle these ships made short work of enemy vessels.
    When attacking or defending Japanese battleships may choose to fire normally at ‘4’ or make a broadside attack. Each battleship may roll two dice that require a ‘3’ or less to hit. Damaged battleships may not elect to fire broadside. Battleships may also fire broadside when conducting shore bombardment.

    Italian National Advantages

    1. Light Tanks- Italy’s tanks were not on the same level as the modern armor of other nations, however this reduced capability came with a reduced cost.
    Italian tanks have a reduced cost of 5 IPCs; however their defense is reduced to ‘2’ if the attacking force contains tanks.
    2. Axis Allies- Though Spain never officially joined the war, Spanish fascists volunteered for both the German and Italian armies. Diplomats had approached Spain on the issue of joining the war but were met with reluctance. Had luck favored the axis slightly more, Spain may have entered into the axis willingly.
    Italy receives a free infantry at the end of its turn to represent Spanish volunteers if it achieved a national objective this turn. If Italy and Germany achieved a combined 5 national advantages by the end of an Italian turn then Spain (and all its possessions) joins the war as an Italian controlled territory.
    3. Axis Cooperation- Though Italy was looked upon as a junior partner in the axis, in the Mediterranean Italy was the leader, sometimes the chagrin of the Germans of the Afrika Corps.
    German and Italian units can use one of each others transports in their non-combat move phases as long as the movement is only made in the Mediterranean.
    4. Strike Cruisers- Italy’s large navy was supported by only a few naval bases, the cruisers in the fleet were built with endurance in mind.
    Italian cruisers may do not need to begin their turn at a friendly port to move +1, They need pass through or end their turn in a sea zone supported by a friendly naval base. Italian cruisers may also escort a ship of lesser value at 1:1 that can accompany it during this move. (This move may include moving 3 to a friendly naval base from open water)
    5. Italian Frogmen- The Italian navy was notorious for launching frogmen attacks on allied ships in port. Though they rarely sent ships to the bottom of the ocean, they created panic and disorder at allied naval bases.
    As long as Italy has an operational port it may launch frogmen attacks once per turn during its purchase units phase. Choose an enemy in contact with the Mediterranean and roll a die. 1, 2, or 3 is dealt in strategic damage. 4, 5, and 6 damages a ship if present. A battleship or aircraft carrier becomes damaged (allied player(s) choose which ship)
    6. Live to Fight another Day- The Italian military often found itself outclassed when attacking entrenched allied forces, this stemmed from the lack of initiative on the part of the average Italian soldier; this sense of self preservation had some benefits.
    Once per game during the Italian turn, after attacks are declared and combat begins the Italian player may choose to, after the first round of combat ends and casualties have been allocated for both sides, return all casualties (friend and foe!) to the game board and immediately conduct a retreat as normal. Units taken as casualties from anti-aircraft fire, or submarine “first strike” may not be returned to the game board and are removed as normal. This ability may not be used in a combat involving paratroopers or an amphibious invasion.

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