I do like the idea of trying to include oil in the game, and having oil boost movement seems like a good contribution to the discussion – I haven’t heard that one before.
I think at the Global 1940 scale, it makes little sense to think about oil production without also thinking about oil reserves. Japan didn’t literally have zero oil available before it conquered Borneo – but it had a small and dwindling supply that threatened to run out after the equivalent of about Round 2 or Round 3 of the game.
With that in mind, here’s how I would set up oil derricks:
STARTING OIL RESERVES
Each country starts with a certain number of oil tokens – you can use small black poker chips or whatever else is handy.
America – 15
Russia – 10
Germany – 10
UK Europe – 10
UK Pacific – 5
ANZAC – 5
France – 5
Italy – 5
Japan – 5
OIL DERRICKS
Each oil derrick generates 2 oil tokens per turn as part of your collect income phase, but only if it has fewer than 3 industrial damage. Oil derricks are considered facilities and may be bombed by tactical and/or strategic bombers. Their maximum damage is 6. Damage can be repaired for 1 IPC per damage as normal.
SPENDING OIL TOKENS
Each turn, at the start of your turn, you must decide whether to allocate an oil token to your army, navy, and/or air force. Each branch of the military you want to fuel costs 1 oil token. For example, fueling your navy and your air force would cost 2 oil tokens.
If you do not fuel a branch of your military, then all units in that branch (except infantry, artillery, cruisers, and AAA guns) are -1 on all combat rolls and -1 on all types of movement, to a minimum of 1. For example, if you do not fuel your army, then your mechanized infantry will fight at 1 on both offense and defense, and can only move 1 space per turn. Your tanks would fight at 2 on both offense and defense, and can only move 1 space per turn. Alternatively, if you do not fuel your navy, then your destroyers would fight at 1 on both offense and defense and move 1 space per turn, plus 1 more space if they start their turn at a functioning naval base. Failing to fuel your army does not affect your navy or air force, and failing to fuel your navy does not affect your army or air force, and failing to fuel your air force does not affect your navy or army. All of these penalties apply until the start of your next turn.
In addition, if you wish, you may spend 2 oil tokens to move one additional unit of any type up to one extra space during your non-combat move only. You may repeat this process as often as you like as long as you have the oil available, but you may not use oil to boost the exact same unit twice in the same turn.