(Classic) National Advantages - A new way to help balance Classic


  • Sub: (Classic) National Advantages - A new way to help balance Classic

    Here is 7 of n for discussion of my Classic House Rules

    Here are my optional rules for national advantages for the different national powers in the Milton Bradley edition of A&A. These rules are not completely developed and need more play testing. These rules are meant for two purposes - to add some flavor to the various powers and to give a boost to a less-experienced player. A veteran player can give a new player a boost by letting them pick a couple of these advantages before play begins.

    I don’t recommend using National Advantages and Research in the same game as that can lead to some wonky results.

    Soviet Union
    Penal Battalions: Gives a +1 to defense rolls of Infantry, Paratrooper, and Trooper units in the second round of combat (not the first round, the second).

    Treaty of Non-Aggression with Japan: If Japan attacks, it will have blood on its hands. If this happens, the Soviet Union will receive three infantry units, to be placed in Yakut, Soviet Far East, or the territory under attack if it is not one of the proceeding two, as the Soviet Union sees fit. The advantage Penal Battalions will not be usable against Japan on the first turn of defense against Japanese aggression. The treaty expires on the turn after Germany is conquered by the Allies. (To be paired with Japan’s “Treaty of Non-Aggression with the Soviet Union”.)

    Germany
    Panzers and Panzergrenadiers: The elite armored troops of the Wehrmacht - Panzers (Attack 4, Defend 3, Move 2, Cost 6); Panzergrenadiers (Attack 3, Defend 4, Move 2, Cost 6). Not more than a combined total of 5 Panzers and Panzergrenadiers may be active at one time. The German player may re-designate up to 3 Armor and up to 2 Troopers, of player’s choice, as Panzers and Panzergrenadiers before the start of play.

    Stuka Dive Bombers: German Fighters are especially potent in the attack. For each attacking German Fighter that rolls a 1 for its attack roll, 2 enemy defenders are destroyed.

    Wolf Packs: German Subs cost 6 IPC and whenever two or more are attacking in the same sea zone, they each attack on a +1.

    United Kingdom
    Commonwealth of Nations: UK may place purchased infantry units in the Commonwealth Nations (Eastern Canada, South Africa, India, Australia and New Zealand) without needing a factory to be built. One infantry placed per territory per turn, UK must have current ownership of the receiving territory, not more than three infantry total per turn. If a factory has already been built in the target territory, then the one infantry placed in that territory due to Commonwealth of Nations will not count against that territories normal placement limits.

    RADAR: UK Anti-Aircraft fire defending the United Kingdom territory hits on a roll of a 1 or a 2.

    Empire of Japan
    Banzai Charge: Gives a +1 to Infantry, Paratrooper, or Trooper attacks for the first round of combat.

    Long Lance Torpedoes: Gives a +1 to Cruiser and Submarine attacks for the first round of combat.

    Treaty of Non-Aggression with the Soviet Union: If the Soviet Union attacks, it will have blood on its hands. If this happens, Japan will receive three infantry units, to be placed in Manchuria, Kwangtung, Japan, or the territory under attack if it is not one of the proceeding three, as Japan sees fit. The treaty expires on the turn after the last of the United Kingdom and the United States are conquered by the Axis. (To be paired with Soviet Union’s “Treaty of Non-Aggression with Japan”.)

    Unites States of America
    Legacy of Kitty Hawk: Gives a +1 to all regular combat rolls (attack and defense) by US air units, and a +2 per bomber to IPC damage inflicted by successful US Strategic Bombing raids.

    Old China Hands: US may place purchased infantry units in Chinese territories (Sinkiang, China, Kwangtung, Manchuria, and Indo-China) without needing a factory to be built. One infantry placed per territory per turn, US must have current ownership of the receiving territory, not more than three infantry total per turn.

    The original idea for these dates to from before A&A Revised produced its own version of National Advantages. The intent with these rules is not to rewrite the Milton Bradley edition of the rule book into the Avalon Hill edition of the rule book but to discuss a modern version of my rules from 2003. Some of these are similar to Avalon Hill’s ideas for National Advantages and some are quite different. If players prefer an admixture of the A&A Revised National Advantages and this list, there’s no reason why those National Advantages that are not similar to each other couldn’t be compiled into a larger list of National Advantages.

    -Midnight_Reaper

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