Soviet National Advantages
1. Russian Winter
The Soviet Union’s strongest ally was its climate. General Winter stalled the Germans enough to save Moscow from utter destruction.
Once during the game in your collect income phase, you can declare a severe winter. Until the end of the next Soviet turn the following applies to Axis units in original Soviet Union territories: Axis land units may not blitz or move 2 spaces, Axis units attack at -1 to their actual value, and all Axis units defend at ‘2’ regardless of their type during winter conditions.
2. Red Army Conscription
The Soviet Union’s most valuable asset was its vast manpower reserves, conscription got men to the front lines, but didn’t guarantee success.
Once per game, during the purchase units phase the Soviet player may declare he is beginning a mass conscription. During this Soviet purchase units phase only, infantry cost only 2 IPCs, provided that only infantry are bought this turn.
3. Scorched Earth
In response to the rapid German success on the eastern front, Soviet leaders left desolation as they retreated. The goal was to leave nothing for the Germans to use against the Red Army.
When you are attacked by an Axis power and more than one round of combat occurred then the attacking Axis power does not collect the IPCs for this territory the turn they capture it. For each further round of combat, you may deal one die of strategic damage to any facility in the territory.
4. The Great Patriotic War
With German Army elements at the gates of Moscow, production at other Soviet cities was driven into overdrive to compensate. If the capital fell into enemy hands, the fight was far from over.
If the Soviet Union has lost Moscow, on its next turn it continues to operate following these rules. The Soviet Union collects income from original territories only. Only infantry may be purchased and, may be placed in any originally controlled territory. Artillery may be purchased at either Leningrad or Stalingrad if controlled by the Soviet Union. Soviet combat moves may only be made within original Soviet territory.
5. Katyusha Rockets
The Soviets were able to supplement their artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for any lack of accuracy.
When attacking, Artillery and the infantry they support re-roll any die that fail to hit on the first round of combat.
6. Trans-Siberian Railway
The Trans-Siberian Railway ran across the continent of Asia, providing the Soviet Union with unmatched mobility across this vast and rugged terrain.
In the non-combat move phase, your infantry, antiaircraft guns, and artillery may move 3 territories per turn in either direction among these territories: Russia, Samara, Novosibrisk, Timguska, Yenisey, Yakut S.S.R., Buryatia, Amur.
British National Advantages
1. Night Bombing Raids
Due to their inability to provide fighter cover for their bombers the British used the darkness to their advantage, though this proved detrimental to their accuracy.
British bombers may choose to conduct a night bombing raid. The strategic bombing run may not be subjected to the “interceptors” rule but may still be targeted by AA guns as normal. In addition, strategic bombing raids conducted in this way do one less damage than was rolled, to a minimum of 1.
2. Joint Strike
The most powerful strike of the war was in 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 British turn, you may declare a joint strike. That round, you complete your turn as normal, except you must skip your combat move, and conduct combat phase. You may conduct non-combat moves as normal. On those phases of the U.S. turn, the U.S. Player uses your units in his or her combat move, and conduct combat phases, together with his own units. You and the U.S. player must agree on attacking casualties and on who takes possession of any captured territories, or the opposing player gets to choose. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. A joint strike may not be called off once it is declared.
3. So Much Owed to So Few
The Royal Air Force was stretched to the breaking point over the English Channel, having to be three places at once with barley enough fuel and manpower to stay in the fight, but the survival of the nation depended on it.
Fighters on the United Kingdom territory may scramble as if it was a single island surrounded by a single sea zone. They May also scramble to Scotland if it is attacked. However, because of supply constraints, only one fighter may scramble to any particular combat. (Up to three fighters may scramble, but only if each scrambles to a different battle)
4. Technology Sharing
The United States and United Kingdom exchanged technology and techniques that combined to create machines that were more than the sum of their parts. The P-51 Mustang combined a British Engine with an American body and resulted in one of the most survivable and maneuverable fighters of the war.
During the research and development phase, the UK and US players may re-roll as many dice as the other player has breakthroughs. (If the US has made 3 breakthroughs, the UK may re-roll 3 of its dice, if it elects to roll that many)
5. The Sun Never Sets on the Empire
With possessions and territory around the globe the United Kingdom was held together by a chain of bases, each filled with men ready to protect the crown’s holdings.
The United Kingdom may mobilize one infantry per turn at a port, or victory city that it controls. One infantry may be mobilized in Europe, and one may be mobilized in the Pacific.
6. The Great Liberation
The United Kingdom was safe harbor to the exiled governments of multiple nations under axis domination, these oppressed peoples were eager to help the war effort, if given the chance.
The first time the following territories are captured from the Axis by the Allies, place one UK infantry there: Norway, Denmark, Belgium/Holland, Normandy/Bordeaux, Yugoslavia, Greece, and Poland. If the UK is the power that captures one of these territories, place UK infantry equal to the IPC value of the territory there.
American National Advantages
1. Remember Pearl Harbor
A frequent rallying cry in the United States reflected the critical importance of the naval base at Pearl Harbor. This important location served as a hub for American units on their way deeper into the pacific.
After the United States is at war with Japan, the US player may place one air, sea or land unit at Hawaii if it is still controlled (or sea zone 26) during its place units phase if there are no axis ships in sea zone 26. You may place an air unit and a sea unit and a land unit.
2. Manhattan Project
The research and development infrastructure of the United States yielded advances as destructive as the Atomic Bomb and as humane as penicillin.
When rolling for technological breakthroughs, the United States achieves a breakthrough on 5’s also. This can result in two breakthroughs achieved a turn if the US player rolls a 5 and a 6.
3. Marines
Amphibious assaults were commonplace for American forces, none were better than the troops of the USMC.
Your infantry attack on a 2 in the first cycle of the land combat portion of an amphibious assault. Even if supported by artillery, their attack remains 2.
4. Army Corps of Engineers
Behind the front lines the United States built infrastructure networks that served the G.I.’s in ways they took for granted. Fuel, food and ammunition shortages were rare for the U.S. army all thanks to the network of bases built by the Corps.
US Industrial complexes, air bases, and naval bases each cost 5 IPCs less. The US player may construct air bases and naval bases on friendly territories if there is a US infantry there.
5. The Power of the Atom
The United States was the only power with the facilities capable to produce atomic weapons. Even with this vast infrastructure advantage only a precious few bombs could be produced. These weapons could turn the tide of the war.
Twice per game, after ten rounds have been played the United States may make two Atomic Attacks; these are conducted by a bomber much like a strategic attack with the following modifications. The bomber does not roll for damage. It may choose to either: Reduce an enemy major industrial complex to a Minor Industrial Complex. Or remove entirely any two of the following: Port, Airbase, or Minor Industrial Complex.
6. B-29 Super-fortress
The B-29 was an engineering marvel, more durable than its counterparts of the day.
American bombers are immune to normal Anti-Aircraft fire from AA guns. Axis powers with the
“Radar” technology may hit American bombers but only on a roll of a “1”. American bombers can still be intercepted by fighters.
Minor Allied 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 allied unit. (Including French)
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, and airbase) take one point of strategic damage during the French turn. If a French unit kills an Axis unit during the French turn then roll for how much strategic damage each of these facilities suffers.
3. Tenacious Defense
ANZAC forces often found themselves in far flung locales, often with little to no support. When alone these forces fought on to the bitter end, knowing they might never see home again spurred them on to acts of true courage.
If there is only one ANZAC unit present in combat (even with other allied units) then that ANZAC unit requires 2 hits to destroy and defends at +1.
4. Bushwhackers
The Australian New Zealand corps was made up of tough men who could handle themselves in the outback. So much so that practically every one on the islands was capable of soldiering in at least some capacity.
ANZAC infantry can be mobilized in any originally controlled ANZAC territory with an IPC value. The first time Japan attacks an ANZAC territory with an IPC value, place that many ANZAC infantry there.
5. Unforgiving Wilderness
China in the 1930’s and 40’s was hardly mapped, let alone industrialized. Japanese forces found it difficult to get deep into china without getting bogged down.
Axis tanks may not blitz in China, they may still move 2 spaces normally. Only two axis aircraft can land in a Chinese territory that is worth only 1 IPC.
6. Peasant Army
The Chinese military was not a professional army and even divisions would evaporate when attacked by a superior force. These divisions were still there of course, no longer defending the front lines but defending their homes.
After a round of defensive combat, Chinese forces may choose to disperse. At the end of a round, if Chinese infantry remain, one may be converted back into IPCs. This can be done each round as long as there are Chinese infantry present.