For my thanksgiving game here is what we will be playing:
Cost changes:
Air/Naval bases 12 IPCs
Tactical bombers 10 IPCs
Cruisers 10 IPCs
-Evasive maneuvers, each transport caught undefended by an attacking warship or plane may roll 1 dice. A roll of a 1 is a successful evasive maneuver and that transport is removed from battle and placed back on the game board, a transport that evaded an enemy attack while undefended may not unload units until its next turn.
-Roll 2 dice for battleships during conduct convoy disruption. (Same as planes and subs)
-In addition, UK and USA will roll a single dice during convoy disruption for each Axis battleship. (Excluding the Baltic and Black Seas. SZs 113, 114, 115 and 100)
–UK Pacific will roll for Axis battleships on the Pacific side.
–UK Europe will roll for Axis battleships on the Europe side.
–USA will roll for all Axis battleships.
Neutral blocks. If a strict neutral territory is attacked by one side, all the strict neutrals in that block immediately are mobilized for the other side. If the other side cannot decide which neutrals will join which nation, the attacker of the first neutral will decide.
Mongolian block: (all Mongolian territories) Rules remain OOB.
South American block: Venezuela, Columbia, Ecuador, Peru, Bolivia, Paraguay, Uruguay, Argentina, Chile, Rio de oro, Portuguese guinea, Sierra Leone, Liberia, Angola, Mozambique
European block: Portugal, Spain, Switzerland, Sweden.
African block: Rio de oro, Portuguese guinea, Sierra Leone, Liberia, Angola, Mozambique.
Middle-eastern block: Turkey, Saudi Arabia, Afghanistan
Neutral militia setup changes:
Sweden: 4 INF, 1 ART, 1 AAA
Yugoslavia: 4 INF, 1 ART
Spain: 4 INF, 1 ART, 1 AAA
Turkey: 5 INF, 1 ART, 1 ARM, 1 AAA
Strategic Rail Movement.
During the noncombat move phase, all friendly home territory VCs give +1 movement to all land units who began their turn in that territory.
Technology Rules:
Each power will receive tech tokens, based on their current production value at the beginning of their respective turns.
Additional tokens may not be purchased.
Only nations at war participate. China will never participate.
National Objective income does not count towards tech rolls, neither does IPCs saved.
A roll of 6 is a breakthrough, roll to see what tech you get in the category you chose.
A roll of 1 is a token lost.
0-24IPCs = 1 token
25-49IPCs = 2 tokens
50-99IPCs = 3 tokens
100+IPCs = 4 tokens
Unsuccessful tokens not lost, remain until that powers next turn.
Additional tokens may not be purchased.
Tech Categories: (All technologies as OOB)
Army Doctrine
(1-2)Paratroopers
(3-4)Adv Artillery
(5-6)Improved Mech
Naval & Aviation Technology
(1-2)Super Submarines
(3-4)Rockets
(5-6)Radar
Infrastructure
(1-2)Increased Factory Production
(3-4)Improved Shipyards
(5-6)War Bonds
Combat Aviation
(1-2)Jet Fighters
(3-4)Long Range Aircraft
(5-6)Heavy Bombers