National Advantages for Global 1940

  • @lnmajor:

    More NAs for UK. All other major countries had historic stand out weapons. But i cant think of any except RADAR for UK , but thats like a technology not a superweapon. Any suggestions?

    the UK created a lot of weird and wonderful technology during the war, usually finding cheap solutions to difficult problems i.e. the bouncing bomb and the “silly” tanks used on d-day and the subsequent battles in France, such as the mine sweeping tanks with a chain flail in front of them. this could be represented by cheaper tech rolls for the UK

  • Two of my Allied tech NAs

    (United Kingdom)
    4.  Technology Sharing
    The United States and United Kingdom exchanged technology and techniques that combined to create machines that were more than the sum of their parts. The P-51 Mustang combined a British Engine with an American body and resulted in one of the most survivable and maneuverable fighters of the war.
    During the research and development phase, the UK and US players may re-roll as many dice as the other player has breakthroughs. (If the US has made 3 breakthroughs, the UK may re-roll 3 of its dice, if it elects to roll that many)

    (United States)
    2.  Manhattan Project
    The research and development infrastructure of the United States yielded advances as destructive as the Atomic Bomb and as humane as penicillin.
    When rolling for technological breakthroughs, the United States achieves a breakthrough on 5’s as well as 6’s. This can result in two breakthroughs achieved a turn if the US player rolls a 5 and a 6. (But not if a player rolls two of a kind, 5 & 5,6 & 6)

  • I am missing WOLFPACKS for Germany  😞
    Think this advantage could be very useful in AAG40 because of the bigger map scale,
    the number of starting subs and to keep UK-E from their NO as long as possible.

    Why don´t you include this ? too powerful ?

    GERMAN SCIENTISTS isn´t really a good NA….
    even with using Scientist token you can hardly afford tech-rolls.
    But with choosing this NA you are forced to put your IPC into it.
    At least Scientist token should cost 4IPC (like LHTR2.0) through this advatage and
    I think of Germany starting with one of these three Techs:
    Rockets , Paratrooper or Jet Fighter (roll a die) or starting
    with one or more science token in the starting setup.
    Starting with one of these historical techs would make the free choose of tech after a breaktrough obsolete, but tokens should still cost 4IPC.

    GUSTAV LINE is pretty cool, but why did you limited it to North Italy ?
    Gustav Linie was established 100 Km south of Rome to defend mid-italy and protect the Capital. So better would be if this advantage applies to North and South Italy,
    or if you only want it in one territory, it has to be south Italy  :roll:

    Like your NA very much, but who needs 6 NAs for ANZAC, France or China  :?

    just my 2 cents

  • I really like the techs that you came up with danny boy, i really like the seabee’s NA (my grandpa was a seabee in ww2  :-))and the American Soft power NA however I think the mighty missouri NA might be to powerful and I would suggest either making the battleship a three hit unit or hit on five, overall very good though.

  • Soviet National Advantages
    1.  Russian Winter
    The Soviet Union’s strongest ally was its climate. General Winter stalled the Germans enough to save Moscow from utter destruction.
    Once during the game in your collect income phase, you can declare a severe winter. Until the end of the next Soviet turn the following applies to Axis units in original Soviet Union territories: Axis land units may not blitz or move 2 spaces, Axis units attack at -1 to their actual value, and all Axis units defend at ‘2’ regardless of their type during winter conditions.

    2.  Red Army Conscription
    The Soviet Union’s most valuable asset was its vast manpower reserves, conscription got men to the front lines, but didn’t guarantee success.
    Once per game, during the purchase units phase the Soviet player may declare he is beginning a mass conscription. During this Soviet purchase units phase only, infantry cost only 2 IPCs, provided that only infantry are bought this turn.

    3.  Scorched Earth
    In response to the rapid German success on the eastern front, Soviet leaders left desolation as they retreated. The goal was to leave nothing for the Germans to use against the Red Army.
    When you are attacked by an Axis power and more than one round of combat occurred then the attacking Axis power does not collect the IPCs for this territory the turn they capture it. For each further round of combat, you may deal one die of strategic damage to any facility in the territory.

    4.  The Great Patriotic War
    With German Army elements at the gates of Moscow, production at other Soviet cities was driven into overdrive to compensate. If the capital fell into enemy hands, the fight was far from over.
    If the Soviet Union has lost Moscow, on its next turn it continues to operate following these rules. The Soviet Union collects income from original territories only. Only infantry may be purchased and, may be placed in any originally controlled territory. Artillery may be purchased at either Leningrad or Stalingrad if controlled by the Soviet Union. Soviet combat moves may only be made within original Soviet territory.

    5.  Katyusha Rockets
    The Soviets were able to supplement their artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for any lack of accuracy.
    When attacking, Artillery and the infantry they support re-roll any die that fail to hit on the first round of combat.

    6.  Trans-Siberian Railway
    The Trans-Siberian Railway ran across the continent of Asia, providing the Soviet Union with unmatched mobility across this vast and rugged terrain.
    In the non-combat move phase, your infantry, antiaircraft guns, and artillery may move 3 territories per turn in either direction among these territories: Russia, Samara, Novosibrisk, Timguska, Yenisey, Yakut S.S.R., Buryatia, Amur.

    British National Advantages
    1.  Night Bombing Raids
    Due to their inability to provide fighter cover for their bombers the British used the darkness to their advantage, though this proved detrimental to their accuracy.
    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 do one less damage than was rolled, to a minimum of 1.

    2.  Joint Strike
    The most powerful strike of the war was in the joint allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
    Once during the game at the start of a British turn, you may declare a joint strike. That round, you complete your turn as normal, except you must skip your combat move, and conduct combat phase. You may conduct non-combat moves as normal. On those phases of the U.S. turn, the U.S. Player uses your units in his or her combat move, and conduct combat phases, together with his own units. You and the U.S. player must agree on attacking casualties and on who takes possession of any captured territories, or the opposing player gets to choose. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. A joint strike may not be called off once it is declared.

    3.  So Much Owed to So Few
    The Royal Air Force was stretched to the breaking point over the English Channel, having to be three places at once with barley enough fuel and manpower to stay in the fight, but the survival of the nation depended on it.
    Fighters on the United Kingdom territory may scramble as if it was a single island surrounded by a single sea zone. They May also scramble to Scotland if it is attacked. However, because of supply constraints, only one fighter may scramble to any particular combat. (Up to three fighters may scramble, but only if each scrambles to a different battle)

    4.  Technology Sharing
    The United States and United Kingdom exchanged technology and techniques that combined to create machines that were more than the sum of their parts. The P-51 Mustang combined a British Engine with an American body and resulted in one of the most survivable and maneuverable fighters of the war.
    During the research and development phase, the UK and US players may re-roll as many dice as the other player has breakthroughs. (If the US has made 3 breakthroughs, the UK may re-roll 3 of its dice, if it elects to roll that many)

    5.  The Sun Never Sets on the Empire
    With possessions and territory around the globe the United Kingdom was held together by a chain of bases, each filled with men ready to protect the crown’s holdings.
    The United Kingdom may mobilize one infantry per turn at a port, or victory city that it controls. One infantry may be mobilized in Europe, and one may be mobilized in the Pacific.

    6.  The Great Liberation
    The United Kingdom was safe harbor to the exiled governments of multiple nations under axis domination, these oppressed peoples were eager to help the war effort, if given the chance.
    The first time the following territories are captured from the Axis by the Allies, place one UK infantry there: Norway, Denmark, Belgium/Holland, Normandy/Bordeaux, Yugoslavia, Greece, and Poland. If the UK is the power that captures one of these territories, place UK infantry equal to the IPC value of the territory there.

    American National Advantages
    1.  Remember Pearl Harbor
    A frequent rallying cry in the United States reflected the critical importance of the naval base at Pearl Harbor. This important location served as a hub for American units on their way deeper into the pacific.
    After the United States is at war with Japan, the US player may place one air, sea or land unit at Hawaii if it is still controlled (or sea zone 26) during its place units phase if there are no axis ships in sea zone 26. You may place an air unit and a sea unit and a land unit.

    2.  Manhattan Project
    The research and development infrastructure of the United States yielded advances as destructive as the Atomic Bomb and as humane as penicillin.
    When rolling for technological breakthroughs, the United States achieves a breakthrough on 5’s also. This can result in two breakthroughs achieved a turn if the US player rolls a 5 and a 6.

    3.  Marines
    Amphibious assaults were commonplace for American forces, none were better than the troops of the USMC.
    Your infantry attack on a 2 in the first cycle of the land combat portion of an amphibious assault. Even if supported by artillery, their attack remains 2.

    4.  Army Corps of Engineers
    Behind the front lines the United States built infrastructure networks that served the G.I.’s in ways they took for granted. Fuel, food and ammunition shortages were rare for the U.S. army all thanks to the network of bases built by the Corps.
    US Industrial complexes, air bases, and naval bases each cost 5 IPCs less. The US player may construct air bases and naval bases on friendly territories if there is a US infantry there.

    5.  The Power of the Atom
    The United States was the only power with the facilities capable to produce atomic weapons. Even with this vast infrastructure advantage only a precious few bombs could be produced. These weapons could turn the tide of the war.
    Twice per game, after ten rounds have been played the United States may make two Atomic Attacks; these are conducted by a bomber much like a strategic attack with the following modifications. The bomber does not roll for damage. It may choose to either: Reduce an enemy major industrial complex to a Minor Industrial Complex. Or remove entirely any two of the following: Port, Airbase, or Minor Industrial Complex.

    6.  B-29 Super-fortress
    The B-29 was an engineering marvel, more durable than its counterparts of the day.
    American bombers are immune to normal Anti-Aircraft fire from AA guns. Axis powers with the
    “Radar” technology may hit American bombers but only on a roll of a “1”. American bombers can still be intercepted by fighters.

    Minor Allied National Advantages
    1. French Foreign Legion
    The tradition of the foreign legion persisted throughout the war; though they had to rely on the support of the other allied powers these soldiers fought the axis valiantly.
    If France does not control its capital then the western allies may purchase units for France. The US and UK players may roll a die during their purchase units phase and spend that much of their IPCs on French land units this turn. The unit(s) is placed in either England or any territory controlled by France that contains at least one allied unit. (Including French)

    2. Vive le Resistance!
    Though the French government had capitulated, its populace resisted occupation. Covert actions and clandestine operations harried the German war effort in Western Europe.
    Two facilities controlled by Germany in France (industrial complex, port, and airbase) take one point of strategic damage during the French turn. If a French unit kills an Axis unit during the French turn then roll for how much strategic damage each of these facilities suffers.

    3. Tenacious Defense
    ANZAC forces often found themselves in far flung locales, often with little to no support. When alone these forces fought on to the bitter end, knowing they might never see home again spurred them on to acts of true courage.
    If there is only one ANZAC unit present in combat (even with other allied units) then that ANZAC unit requires 2 hits to destroy and defends at +1.

    4. Bushwhackers
    The Australian New Zealand corps was made up of tough men who could handle themselves in the outback. So much so that practically every one on the islands was capable of soldiering in at least some capacity.
    ANZAC infantry can be mobilized in any originally controlled ANZAC territory with an IPC value. The first time Japan attacks an ANZAC territory with an IPC value, place that many ANZAC infantry there.

    5. Unforgiving Wilderness
    China in the 1930’s and 40’s was hardly mapped, let alone industrialized. Japanese forces found it difficult to get deep into china without getting bogged down.
    Axis tanks may not blitz in China, they may still move 2 spaces normally. Only two axis aircraft can land in a Chinese territory that is worth only 1 IPC.

    6. Peasant Army
    The Chinese military was not a professional army and even divisions would evaporate when attacked by a superior force. These divisions were still there of course, no longer defending the front lines but defending their homes.
    After a round of defensive combat, Chinese forces may choose to disperse. At the end of a round, if Chinese infantry remain, one may be converted back into IPCs. This can be done each round as long as there are Chinese infantry present.

  • German National Advantages
    1. V-1 Rockets
    The V-1 or Vengeance rocket was Germany’s answer to allied bombing. An unmanned flying bomb was a terrifying new concept and it struck fear in the English. This served as a precursor to the even deadlier V-2 Rocket.
    German controlled air bases may serve as launch points for V-1 rockets. They fire exactly the same as the rockets breakthrough however they may be intercepted or targeted by AA. Factories targeted by V-1 Rockets may also be targeted by the Rockets technological breakthrough.

    2.  Atlantic Wall
    Stretching from Bordeaux to Denmark and even to Norway the German Military made use of extensive defensive fortifications to keep the western allies off the continent.
    During any amphibious assault your Infantry and Artillery defend on a ‘3’ during the first round of combat. Also, Germany gets a free AA Gun in any territory it controls during Setup.

    3.  Panzer Blitz
    The Panzer corps was one of the most feared forces of the war, primarily for its mobility and efficiency.
    If your attacking forces destroy all defending units in a territory in one cycle of combat; or, if no combat was necessary, any surviving tanks (and escorted mechanized infantry) may make a further move of one space AFTER all other combats have been completed. This move includes moving backwards, or attacking a new territory. The second territory being attacked may not contain a victory city. These units may only make one additional move.

    4.  Wolf Packs
    German U-Boats were trained to act autonomously, often without support from the Kriegsmarine, these German sub captains were regarded as mavericks by some, and pirates by others.
    German submarines in open water may move 3 spaces without a port, however they do not fire on the first round if they make an attack.

    5.  German 88’s
    The 88’ was an almost perfect anti-aircraft gun, but it found a more fulfilling role pointed towards the horizon, annihilating allied tanks from distances thought impossible at the time.
    Rolls of ‘1’ from German artillery must be assigned to enemy armor if present. On originally controlled German territory, rolls of ‘2’ are also assigned to enemy armor if present.

    6.  German Scientists
    Germany prided itself on being the most technologically advanced army at the start of the war. It was in their interest to see this trend continue into the latter stages of the war.
    German tech rolls always cost 4. Germany may make targeted tech rolls at a cost of 8 per roll.

    Japanese National Advantages
    1.  Tokyo Express
    Japanese commanders frequently used destroyer convoys to ferry troops to the front lines, this was nicknamed the ‘Tokyo Express’ by American Troops.
    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 that transport may participate in combat that round

    2.  Zero Aces
    Japanese pilots had been at war in China for almost 5 years gaining valuable experience; along with the “zero” this proved to be a deadly combination. However, as the war dragged on and pilots were lost the experience went with them.
    Set aside any six of fighters of your choice during set up and place them with suitable markers beneath. (Kamikaze tokens or national control markers beneath should suffice). These six fighters operate exactly as normal fighters; however they re-roll misses when attacking and defending. Zero Aces can not be replaced, once they’re gone, they’re gone.

    3.  Super Battleships
    Japan’s Battleships were the largest and most powerful ever constructed. Coated from bow to stern with heavy guns, these ships made short work of enemy vessels.
    When attacking or defending Japanese battleships may choose to fire normally at ‘4’ or make a broadside attack. Each battleship rolls two dice that hit on ‘3’ or less. Damaged battleships may not elect to fire broadside. Battleships may also fire broadside when conducting shore bombardment.

    4.  Long Lance Torpedoes
    Japanese torpedoes packed more of a punch than their allied counterparts and had longer range as well. The threat of a Japanese torpedo attack was an ever present danger; allied sailors learned well that Japan was deadly below the waves as well as above.
    If a Japanese submarine hits on the first round, it gets to take another shot. Destroyer “Anti-Submarine vessel” does not effect this submarines first or second shot.

    5.  Dug-In Defenders
    Japanese forces garrisoned on islands opted to die fighting rather than surrender; this exacted a heavy toll on the invading Allied forces.
    All your infantry on islands defend on a 3 for the first round of combat. On originally controlled islands they defend at 3 during all rounds.

    6.  Banzai Attacks
    A frequent battle-cry of attacking Japanese troops was ‘Banzai!’ meaning ‘May you live for 10,000 years’.
    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. Light Tanks
    Italy’s tanks were not on the same level as the modern armor of other nations, however this reduced capability came with a reduced cost.
    Italian tanks have a reduced cost of 5 IPCs; however their defense is reduced to ‘2’ if the attacking force contains tanks.

    2. Axis Allies
    Diplomats had approached Spain on the issue of joining the war but were met with reluctance. Had luck favored the axis slightly more, Spain may have entered into the axis willingly.
    Italy and Germany treat Spain as an Axis Friendly Neutral as long as they are fulfilling the requirements of at least one national objective. If both Germany and Italy fulfill the requirements of two national objectives, Spain, when annexed, also contains a fighter, tank, and minor factory.

    3. Axis Cooperation
    Though Italy was looked upon as a junior partner in the axis, in the Mediterranean Italy was the leader, sometimes to the chagrin of the Germans of the Afrika Corps.
    German and Italian units may disembark from friendly transports during either powers non-combat move phase as long as they are in the Mediterranean. Also, Germany and Italy can mobilize one unit at one of the other powers factories during the place units phase.

    4. Strike Cruisers
    Italy’s large navy was supported by only a few naval bases, the cruisers in the fleet were built with endurance in mind.
    Italian cruisers do not need to begin their turn at a friendly port to move +1, they need only to pass through or end their turn in a sea zone supported by a friendly naval base. Italian cruisers may also escort a ship of lesser value at 1:1 that can accompany it during this move. (This move may include moving 3 to a friendly naval base from open water)

    5. Italian Frogmen
    The Italian navy was notorious for launching frogmen attacks on allied ships in port. Though they rarely sent ships to the bottom of the ocean, they created panic and disorder at allied naval bases.
    If Italy has an operational port it may launch frogmen attacks once per turn during its purchase units phase. Choose an enemy port in the Mediterranean (Bordering SZ 92-99 only) and roll a die. 1, 2, or 3 is dealt in strategic damage. 4, 5, and 6 damages a ship if present. A battleship or aircraft carrier becomes damaged (allied player(s) choose which ship). Or if no battleship or carrier is present, then one other surface warship follows is treated as a transport during the Italian turn. (No defense value, last casualty allocated, etc.)

    6. Live to Fight another Day
    The Italian military often found itself outclassed when attacking entrenched allied forces, this stemmed from the lack of initiative on the part of the average Italian soldier; this sense of self preservation had some benefits.
    Once per game during the Italian turn, after attacks are declared and combat begins the Italian player may choose to, after the first round of combat ends and casualties have been allocated for both sides, return all casualties (friend and foe!) to the game board and immediately conduct a retreat as normal. Units taken as casualties from anti-aircraft fire, or submarine “first strike” may not be returned to the game board and are removed as normal. This ability may not be used in a combat involving paratroopers or an amphibious invasion.

  • here is a good NA I found for the USSR:

    • Guard Tank Regiments: The Soviet Union used heavy tank regiments as guards of Moscow. These were elite tank formations, invulnerable to any standard anti-tank weapons available of that time.
      Your tanks in cities (Leningrad, Moscow and Stalingrad) defend on a 4

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