Are you working on some realism rules for A and A global, Flashman? Sounds like interesting stuff. It makes me wish that terrain played some sort of role in axis and allies.
I’ve been brainstorming some additional NAs to bring the total for each of the big 5 to 12. I’ll post the allies today and axis tomorrow (hopefully). If you randomize NAs then allow the player to decide if they wish to take the NA they rolled or if they’d rather add a 6 to that number and take that NA.
As before some are mine and some were ideas that I saw and liked. Please let me know your thoughts.
SOVIET UNION
1. Tankograd - Tankograd helps you replace armor lost in the field. For every two armor that you lose during a single turn, you may place one free armor in Novosibirsk. These units are placed down at the end of the turn, so free armored gained during the german turn will be available during the Russian turn, but armor gained during the russian turn may not be moved until the next round.
2. Katyusha Rockets - Your artillery have a first-strike ability at an attack factor of 1. Any casualties are destroyed and removed from play, with no chance to counter-attack. This first-strike ability is for the first cycle of combat only and in succeeding cycles of combat, your artillery hit normally.
3. Sharashka – The USSR gets one free tech dice to roll each turn.
4. Not one Step backwards – When the Germans invade a Soviet victory city province(Stalingrad Leningrad, or Moscow) Soviet Infantry defend at a 4 or less for the first round of combat.
5.Partisans – Soviet infantry may enter and pass through the Pripyet marshes. Additionally, Germans must leave at least one ground unit in any soviet starting territory in order to retain control of the province. At the end of the German turn any un-garrisoned province in the USSR’s starting territories will revert to Soviet control. Russia places a free infantry in any provinces liberated by partisans.
6. Heavy Industry – Minor and Major industrial complexes may produce 1 &2 extra units per turn respectively. If you develop the increased factory production technique then they may produce 2 & 5 extra units per turn respectively. Additionally, minor complexes may be built on territories with an ipc value of one and major industrial complexes may be built on territories with an ipc value of 2. Furthermore, you may start the game with one free minor industrial complex that you may place anywhere that you choose.
7. Rasputista - Once per game, during your collect income phase, you may declare the onset of the Rasputista. Until the start of your next turn, neither side’s land units may make combat moves in the Soviet Union’s starting territories.
8. Great Patriotic War - Once per game you may declare a mass conscription during the purchase units phase of your turn. Your infantry have a reduced cost of 2 IPC’s during this turn only, provided that only infantry are bought.
9. Russian Winter – Once per game, during your collect income phase, you may declare the onset of a severe winter. From now till the end of your next turn, Russian inf defend at a 3 and attack at a 2.If the inf are matched with artillery, then their attack is at 3. No German armor, mechanized infantry. or artillery may move during the winter and, furthermore, German planes are limited to noncombat moves. These modifiers only apply in the soviet union’s original territories.
10. Iosif Stalin tank - Every fourth Soviet tank involved in a single combat is considered to be a heavy tank. These tanks attack and defend at a four for the entire combat. You must have at least four tanks in the battle to field a heavy tank.
11.IL-2 Sturmovik - The attack number of Soviet Tactical Bombers is increased to 5 when paired with a tank.
12. Mobile Industry - Your industrial complexes each may move 1 territory during your noncombat move phase. They cannot move during the combat move phase. If they are captured by an opponent, that opponent cannot move them.
UNITED KINGDOM
1. Joint Strike - Once during the game at the start of a round (before the German turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and noncombat move phases. On those phases of the U.S. turn, the U.S. player uses your units in his or her combat move, conduct combat, and noncombat move phases together with his own units. You and the U.S. player must agree on attacking casualties, or the opposing player gets to choose them. 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. National advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.
2. Fighter Command - Your fighters on the United Kingdom, Scotland, or Eire may scramble as though the provinces were islands. You still need an airbase on a province in order to scramble planes.
3. Cripps Mission - Once per game, during the British collect income phase, the British player may promise independence for India. India, West India, Burma, and Shan States immediately become neutral countries and any allied pieces in those territories move to the nearest allied controlled province. From that point on the UK’s European and Pacific incomes are combined and a free minor industrial complex is placed on British Columbia. If any of the Indian territories are attacked they receive ten infantry.
4. Chindits - Your infantry may perform attacks for one round and immediately retreat from where they came. Japanese defenders do not fire back. This is only to be used in mainland Asia.
5. Canadian Patriotism - Receive a 2 ipc refund at the end of your turn for every unit (besides infantry) that you built in Canada.
6. Enigma Decoded - Once per game, when Germany finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Germany. Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one unit behind.
This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved.
7. Special Operations Executive - You may purchase units for anti German liberation movements. Place these units off map and designate which territory that they will operate in. You may continue to build up this force over several turns, but you must spend 1 ipc in upkeep for every unit so supplied. Once you are ready, you may order the commencement of an uprising during your combat movement phase. These units immediately attack the territory that they have been assigned to. You may support underground movements in numerous territories at once, but once you order an uprising you may build no additional units for that territory.
There are two potential dangers with this. Roll 1d6 at the start of every British turn. On a one, the Germans manage to destroy one of these movements, removing all units that you’ve bought for one territory (the German player chooses which). On a roll of 6, the partisans launch their uprising prematurely and must launch their attack during your combat movement phase (you chooses which territory).
You may fund movements in almost any axis controlled territory on the Europe board. The only exceptions to this are territories with Germany or Italy in their name (ie Germany, West Germany, Greater Southern Germany, Northern Italy, and Southern Italy) and all starting Soviet territories.
8.Illustrious Class Carriers - British aircraft carriers have a chance to ignore a fatal hit. Whenever a British carrier suffers a hit that would kill it you may roll 1d6 to see if it survives. On a roll of 2 or less the carrier survives to fight another turn.
9. Gurkha Regiments - Designate 1 infantry as a Gurkha regiment. Mark it by placing an upside down British roundel under the unit. This unit hits at a 3 or less when defending and at a 2 or less when attacking (3 or less when backed by artillery). Once the unit is lost you may designate a different infantry unit as a Gurkha regiment. You may only have one Gurkha regiment at a time and you may not create new ones if India is neutral or occupied by the axis.
10. The Royal Indian Army Corps of Engineers - British infantry and artillery have a noncombat move of two on mainland Asia. Japanese units may not blitz through British controlled territory on the Asian mainland.
11. Night Bombing Raids - UK 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 suffer from a -1 penalty to the die roll. This may result in a roll of ‘0’.
12. British Commandos - Your infantry attacks on a 2 in the first cycle of the land combat portion of an amphibious assault.
USA
1. Liberty Ships- Any transports that you purchased are placed at the end of the purchase units phase and thus, are available for use during the combat and noncombat phases of the turn that you purchased them in. Additionally, you receive one free transport to place at the end of the purchase units phase of the US turn.
2. Mechanized Army - Your infantry and artillery have a move of 2 and may blitz when paired with a tank or mechanized infantry. Mechanized infantry may blitz without an attached tank.
3. Marines -Your infantry attacks on a 3 in the first cycle of the land combat portion of an amphibious assault.
4. Arsenal of Democracy - The West Coast territory’s ipc value jumps from 10 ipcs to 50 ipcs once it enters the war. The US may no longer benefit from its +30 ipc national objective. Additionally, the 50 ipcs is considered to be physically present in the West coast, so an axis player that captured the territory would see their income increase by +50 ipcs rather than + 10. Furthermore, the effects of the war bonds tech is doubled, so that you get 2D6 extra ipcs at the end of your turn, rather than 1d6.
5. The Fast Carrier Task Force - Designate one fleet with at least one carrier as The Fast Carrier Task Force. Every vessel in this fleet has a move of three. The number of ships in the fleet is limited by the number of carriers in the fleet. You may bring along either one Battleship or two vessels of any other type for each carrier in the fleet. You may add additional ships to the fleet at anytime as long as there are enough carriers to support the new ships. If the Fast Carrier Task Force is destroyed, you may designate a new fleet as your Fast Carrier Task Force. You may only field 1 Fast Carrier Task Force at a time.
6. Superfortresses - US bombers are immune to anti aircraft fire. They may still be shot down by fighters during strategic bombing raids. Additionally, US bombers take part in the dogfighting phase of strategic bombardments, they hit at a one or less.
7. Codebreakers - Once per turn, when your naval units in one combat situation are defending against the Japanese, you may attempt to use intelligence information to gain the upper hand before combat begins. Roll 1d6. If you get a 3 or less then the defending fleet can attempt to either: A) retreat from combat before any rolls, B) become the attacker even though it is not your turn, or C) bring as many additional fighters into the combat as can reach (and safely land).
8. Combined Bombardment - In an amphibious assault your destroyers in the same sea zone as the offloading transport can conduct shore bombardment, just like battleships. Each destroyer fires once during the opening fire step (using its attack of 2) against enemy land units in the territory being attacked (the enemy units do not fire back). A destroyer cannot conduct shore bombardment if it was involved in a sea combat prior to the amphibious assault.
9. Seabees - American planes may land on island territories that were captured during the American turn. Additionally, Naval bases and air bases cost only 10 ipcs.
10. Mighty Missouri -American Battleships attack and defend at 5 and take 3 hits.
11. American Soft Power - America may use its cultural, industrial, and commercial power to attempt to influence neutrals towards the allied causes. At the start of every turn you may attempt to influence a neutral territory of your choice. Pick a territory and roll 1d6. On a roll of six the territory moves closer to you viewpoint: becoming a pro allied if it is neutral and a neutral territory if it is a pro axis. You may spend 5 ipcs for every additional die that you wish to roll in this attempt but you will always receive one free influence die to roll at the beginning of every turn.
12. Lend Lease - The United States may purchase one unit per turn for each of its allies besides China. If you wish to purchase a unit for an ally you must declare this intention during the purchase units phase of that ally’s turn. The USA pays the cost of the unit plus an additional fee based on the complex where the unit will be placed.
Purchased units are placed at the end of the players turn and follow the normal rules, ie the USA couldn’t buy the 11th unit for a complex that can only produce 10 units a turn. Axis navies in bordering convoys can prevent the US from using this advantage. The costs and restrictions are as follows:
Quebec: Cost of unit + 1 ipc
United Kingdom: Cost of unit + 5 ipcs (seazone 109 must be clear of axis units)
India: Cost of unit + 10 ipcs (seazone 39 must be clear of Axis units)
South Africa: Cost of unit + 7 ipcs (seazone 71 must be clear of axis units)
France and Normandy: Cost of unit + 6 ipcs (seazone 105 must be clear of axis units)
New South Wales: Cost of unit + 6 ipcs (seazone 62 must be clear of axis units)
Novgorod: Cost of unit + 7 ipcs (seazone 125 must be clear of axis units)
Russia: Cost of unit + 10 ipcs (seazone 125 must be clear of axis units)
Volgograd: Cost of unit + 11 ipcs (seazone 125 must be clear of axis units)