As with another AH game of the past (Mustangs) - make it part of the game that a player can pass the 1st player token at any time to their opponent. However, the US player can reject the pass with a dice roll of 6. This simulates the US breaking of the IJN code. Once broken the IJN must keep the 1st player token for the remainder of the turn. Rule phase 3, step 6; Pass the token, is not used.
Oil Rules
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Since A&A 1914 came out, I’ve been looking to import some of the rules from there into the Global 1940 game. The rule I’ve been eyeing most is the contested territory mainly, but as this is mainly a result of the limited combat rounds I feel it may limit the game too much. That was until I thought this could be a perfect time to implement oil rules! If you used oil to “buy” extra combat rounds as needed, this could simulate supplying your army as they attack. This really allows the use of the contested territory rules without the limiting effects of a hard one-round cap on combat, as well as limit territory exchanges. I thinking something along the lines of:
**Oil Refinery
Cost: 12-15
Move: 0
Attack: 0
Defense: 0 (AA ability)Oil Refinery: Oil refineries give the nation that possesses it 3 oil tokens. These refineries can be built in any land territory you control that can support an oil refinery i.e. a territory such as the Caucasus or Romania (places that had a historical set of oilfields during the conflict); you can only have one per territory.**