Hello, I am interested in helping you create rules for such a scenario. To begin, I have some suggestions for unit and weapon rules.
D6 system
Land Units:
Infantry
cost-3 ipc A1/D2/M1 (A2 when supported 1 to 1 by artillery)
Mech Infantry
cost-4 ipc A/1/D2/M2 (A2 when supported 1 to 1 by artillery)
Artillery
cost-4 ipc A2/D2/M1 (first strike)
Self-propelled artillery
cost-5 ipc A2/D2/M2 (first strike)
Tank
cost-6 ipc A3/D3/M2 (can blitz)
Commando
cost-5 ipc A2/D2/M1 (target selection on a roll of 1)
Air Assault Infantry
cost-4 ipc A1/D2/M1 (M3 from airbase)
Surface to air missile
cost-6 ipc A2X3/D2X3/M1
Weapons:
Rockets
Cruise missile
cost-8 ipc M2 (launched from cruisers, destroyers, airbases and naval bases. Role 1 D6 for damage inflicted, 1-2= 1 hit, 3-4= 2 hits, 5-6= 3 hits.)
Anti-ship missile
cost-8 ipc M2 (launched from cruisers, destroyers and naval bases. Role 1 D6 for damage inflicted, 1-2= 1 hit, 3-4= 2 hits, 5-6= 3 hits.)
Sub launched ballistic missile
cost-12 ipc M2 (launched from subs. Role 1 D6 for damage inflicted.)
Intercontinental ballistic missile
cost-20 ipc M10 (launched from missile silos. Role 2 D6 for damage inflicted.)





_The Conflict is a global-strategy based game designed around the economic and military conditions of Europe in 1914. Players play in one of two alliances, The Central Powers or The Allied Powers, to defeat their opponents. Players choose among seven nations (Austria-Hungary, Germany, Great Britain, France, Italy, Ottoman Empire, and Russia). After selecting a nation, players take turns completing their objectives during each round.
The Conflict has been extensively tested and designed by gamers for gamers. Players will take their turn each round to strengthen their tactical advantages and defend the borders of their nation. Each turn is broken down into Phases. Players must complete each previous phase in order to proceed onward with the rest of their turn. If a player decides to enter into combat with another player, they must, along with their opponent, roll a set number of D12 dice to determine the outcome of each individual battle. The Conflict uniquely deducts a combat penalty from the player with the weakest military strength in a territory. This combat penalty is taken off all of their dice rolls during the individual combat. The combat penalty allows for the strongest opponent to have a real-world advantage over their enemy, if they have a larger military presence in the area. Players can develop multiple (land, naval, and air) strategies to succeed. They can utilize 11 military units with unique capabilities to complete specific goals, upgrade technology, play one of three victory scenarios, as well as try a variety of player preferences.













