I’m wanting to condense rules for AA50 Strategic down as much as possible
I do still like the idea of adding ONE unique Tech to each nation
Mass Aircraft and Heavy Transports are not really needed, game’s are generally shorter and these are less advantageous to research
Royal Air Force will also be eliminated as it’s use is limited in a shorter game
With only 1 starting BB, Yamatos has limited use and can also be eliminated (I’ve kept Air bases as a Global Tech (at reduced cost) for Naval defense vs. HB)
**RUSSIA
MOBILE INDUSTRY (Minor Tech, 5IPC/researcher)
-Your ICs may move 1 territory during NCM (as long as you owned them at turn start). ICs can only move among Red territories. They may produce in territories they just moved to, as long as Russia owned the territory at turn start. Production in the new location is “Limited” to INF, RTL and ARM only, up to the territory limit.
-Multiple ICs may exist in a single territory, but only 1 remains active (for the purposes of Rocket attacks, SBR and unit production)
UNITED STATES
REINFORCED CARRIERS (Minor Tech, 5IPC/researcher)
-Your ACs require 2 hits to destroy, just like BBs
UNITED KINGDOM
JOINT COMMAND: D-DAY (Minor Tech, 5IPC/researcher)
-Once during the game, at the start of UK’s turn, you may declare a D-Day Invasion, a combined attack of UK and US forces which occurs on UKs turn. D-Day may only target France, and all attacking land and sea units MUST amphibious assault from SZ 7 (with the rare exception of land units already in Ger, NWEur, or Italy which can attack France as per regular rules). Air units may come in from any territory provided they have enough movement points.
-On the UK turn, you may command any US units in range of France. These US units cannot be used on US’ next turn. US units can use UK transports and vice versa.
-The UK and US must agree on casualties, otherwise the defender chooses. AAGun fire is rolled separately against each nation. Techs still only apply to the units of the power that has them.**