@Young:
American War Effort
During each mobilize new units phase in which the United States are at war, they may roll 1 die to obtain a free unit to be immediately placed on the board along with all other newly purchased units.
Die Roll = Free Unit
1 = Tank
2 = Submarine
3 = Transport
4 = Destroyer
5 = Fighter
6 = Strategic Bomber
This is an interesting idea. The only thing I don’t like about it is that you can’t account for this unit ahead of time in your planning. It also has a little too high variance from “meh” (1-3, mainly just 1 though) to “great!” (4-6). This change would reduce the skill factor of the overall game down a little.
I’d suggest having you roll at the start of your purchase phase, but you can’t place the unit down until your place units phase. Also I’d change the strategic bomber to be a cruiser instead. The reason I’d change this is because the Strat bomber is a little too good, and I’d like to see cruisers used more :). The tank seems like a really unlucky roll, compared to all the others, so I might think about changing a roll of 1 to “get 6 IPC’s to spend immediately”. So it would look like:
Roll a dice at the start of your purchase units phase and whatever number you roll is what you get on the chart below, but you can’t place the units down until your place units phase.
1 = Get 6 IPC’s to spend immediately
2 = Submarine
3 = Transport
4 = Destroyer
5 = Fighter
6 = Cruiser
Another option would be to add tier levels of what you can get. Instead of having 1-6 on the chart, you’d have 1-12 on the chart. Something like this:
1 = Infantry
2 = Tank
3 = Sub
4 = Transport
5 = Destroyer
6 = “Get 8 IPC’s to spend immediately”
7 = Fighter
8 = Strategic bomber
9 = Cruiser
10 = Carrier
11 = Battleship
12 = “Get 1 of each unit from numbers 1-5” (in other words you get an Infantry, Tank, Sub, Transport, and Destroyer)
The rules would be a little different as well, and would read something like:
Roll a dice at the start of your purchase units phase and whatever number you roll is what you get on the chart below, or you can elect to hold off on getting your unit or effect, and instead “bank” the number you rolled to be carried over to your next roll. Example is you roll a 4, but don’t want what is on 4, so you can then add that 4 to your next roll. The next turn you roll a 3, so then you would have your original 4 + 3 = 7, and you would get a fighter. If you choose to carry over your rolls you must choose the unit/effect you get from the sum of your first and second roll.In other words, the highest total you could possibly get is 12, and that is only if you roll a 6, choose to bank it, and then roll another 6. This would keep people from saving up their rolls until they got something really juicy.
I know this would have a much higher risk reward than the one you are proposing, but I think it could be fun, and hope your opponent doesn’t roll 6 + 6 = 12 or 5 + 6 = 11 :).