How bout these?
National Advantages:
Soviet Union National Advantages
1. Partisan Resistance
Once per turn you may end a battle after first round of combat and stay in the same territory as the enemy, whether on attack or defense, in any original Soviet controlled Territory (ones with a symbol in them). These units are locked in combat and can not move out of this territory before the opposing force is destroyed.
2. Red Army Conscription
Once per game you may declare a mass conscription during the purchase units phase of your turn. Your infantry have a reduced cost of 2 IPC’s during this turn only; The alternative is you can buy up to 2 infantry units at a reduced price of 5 IPC. Additional cost normal price.
3. Scorched Earth
You may remove your industrial complexes during your mobilize new units phase in order to prevent them from being captured by an opponent.
4. T-34 Tanks
Once per turn you can build a maximum of two tanks for 5 IPC’s each. (Remember now tanks cost 6 IPC)
6. Trans-Siberian Railway
In the NCM phase, up to 15 IPC worth of land units map move anywhere between any original Soviet controlled territories.
Germany National Advantages
1. Dive Bombers
Tactical Bombers can now make limited SBR as follows: 1-2= 1 IPC damage, 3-4= 3 IPC Damage, 5-6= 5 IPC damage to factory. They can also be fired at by AA guns if being used to SBR.
2. Atlantic Wall
During any amphibious assault against France, North-Western Europe, Germany or Norway, all your infantry and artillery defend on a 3 during the first cycle of combat.
3. Africa Korps
The German player may place one land unit in Africa without a transport and this unit can be controlled by the Italian player for the rest of the game. Exchange the unit with Italian piece if playing AA50.
4. Wolf Packs
Your submarines attack on a 3 if there is two or more than one of them at the start of the combat cycle. When there are less than two submarines at the start of a combat cycle, this ability is lost. Wolf Packs do not improve defending submarines. Enemy destroyers do not affect this National Advantage. The submarines may come from different sea zones, but they must attack the same sea zone.
5. Blitzkrieg
When your tanks attack along with fighters, the tanks and fighters attack on a 4 or less. This pairing is on a one-to-one basis.
6. Panzer Grenadiers
Mechanized Infantry can blitz two spaces even if not matched with a tank. They also attack at 2 in the first round of combat.
United Kingdom National Advantages
1. Radar
Your antiaircraft guns at factories now fire on a 1 or 2 instead of just a 1.
2. ANZAC
British Infantry defending in pacific territories defend at 3 in the first combat round. These areas are defined as any territories east of and including India.
3. Canadian Output
You may build one transport for 5 IPC and place it in either England or Eastern Canada.
4. Commonwealth Troops
During your mobilize new units phase, you may place one of your infantry built in England to any other location you own on the board.
5. British Commandos
Your infantry attacks on a 2 in the first cycle of the land combat portion of an amphibious assault.
6. Colonial Garrison
You begin the game with one free minor industrial complex in any original UK territory with an income value of at least 3.
7. Night Bombing Raids
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 roll two dice and choose the lower result. Heavy bombers roll one die only.
( need to get rid of one of these)
Japan National Advantages
1. 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. Destroyers are still allowed to conduct combat when transporting and unloading.
2. Trained Pilots
Your carrier based planes get a +1 in combat versus naval units in the first round.
3. Long Lance Torpedoes
During the first cycle of combat only, your destroyers attack and defend on a 3. In succeeding cycles of combat, your destroyers fire as normal.
4. Kamikaze
Japan may make up to 6 special attacks per game in any sea zone adjacent to a original Japanese controlled territory or island. Any plane can target any one ship and if it hits both units are destroyed. If the plane misses, it can try again a second time, but only one attempt by the same plane is possible and a maximum of 6 attacks of this type per game.
5. Fukkaku Defenses
All your infantry on islands (including Japan) defend on a 3.
6. Banzai Attacks
When you move only infantry into a contested space during the combat move phase, you may at that time declare the intended attack to be a banzai attack (for an amphibious assault you may also include offshore bombardment support). If you do so, all those infantry attack on a 2 for the first round only. You may not withdraw from any banzai attack, regardless of whether it is amphibious or not.
Italian National Advantages
1. Frogmen
Any Allied surface naval ship that enters the Mediterranean can be attacked at 1 for one round.
2. Kesselring
One Infantry can be placed in any Italian controlled territory in Africa each turn.
3. Minor Axis Allies
One free Infantry can be built and placed in one of the following each turn: Finland, Romania, or Hungary.
4. Pact of Steel
The Italians can receive up to one D6 worth of aid from Germany each turn. (Income is deducted from German totals)
5. Alarich
At any time any original Italian territory is attacked by land or by sea (not including African territories) the German player can immediately place up to 12 IPC worth of units as a reaction force to help defend in combat.
6. Turkey goes to the Axis
If the axis capture all land territories adjacent to Turkey it immediately becomes activated as per the neutral rules also allowing land units to cross over the Turkish straights.
United States National Advantages
1. War Economy
During your collect income phase, roll one die and collect that many additional IPC’s.
(Note: This is in addition to any Technology roll under “war bonds”)
2. Pearl Harbor
You may place one naval build in Hawaii even if it has no factory nor could have.
3. Essex Class Carriers
Your carriers now have a 3 plane capacity (still take only one hit unless you got special technology).
4. Mechanized Army
Your infantry and artillery have a move of 2 during NCM phase. The combat move of your infantry and artillery remains at 1.
5. Marines
Your infantry attacks on a 2 in the first cycle of the land combat portion of an amphibious assault.
6. Super fortresses
Your bombers add +2 to the die each when conducting a strategic bombing raid.