Was planning to playtest these ideas before posting them, but maybe you have some impressions right away. This is strictly historical stuff, so Japanese have much less than Germany but this is due to the historical facts of Japanese types being inferior to American. Kamikazes and the like rules could be added to give the Japs a boost.
Note that air combat values is for one round air-air combat in both SBR and ordinary combat, normally fighters hit on a 2 and bombers on a 1. Night bombing in SBR reduces these values by 1 and also 1 less IPC damage. Subs attack convoy zones, causing one die of IPC damage. My house rules also uses the following base costs:
Battleships: 20 IPCs. Destroyers: 10 IPCs. Submarines: 7 IPCs.
Bombers: 12 IPCs. Fighters: 8 IPCs. ICs: 12 IPCs.
*The original rules for technologies are replaced by the following rules.
*To play with these rules, you need the units from an earlier Axis&Allies edition. Each side has 7 high-tech units that are built as separate units of the same kind, below are listed the values that differ from the original values, the unit sculpt used to represent the unit and the turn that the unit first may be built. The type of unit not listed below is represented by units from the other edition (i.e. ordinary Soviet tanks are represented by earlier A&A ed. tanks). Each side starts with 3 high-tech units, choose standard units of the unit type to be replaced at start, starting with Allied side. If bidding for sides, extra high-tech unit replacements may be bought for 2 IPCs each. Note that only units available turn 1 may be chosen in this way. For internet play, use control markers next to high-tech units (except: Me-262s and Type XXIs).
T-34 tank: cost 6 IPCs, combat 4/4, rev. ed., turn 1.
Sturmovik fighter: cost 7 IPCs, if enemy has tanks: attacks on a â€˜4â€, functions as a bomber in air combat (fires on a â€˜1â€, no air combat when defending, no CAP, no escort to SBR), rev. ed., turn 1.
Ju87 Stuka fighter: attacks on a â€˜5â€ first round of land combat, functions as a bomber in air combat (fires on a â€˜1â€, no air combat when defending, no CAP, no escort to SBR), rev.ed., turn 1.
Ju88 bomber: may function as a fighter when escorting or intercepting Night bombing SBR missions and then fire on a â€˜2â€, subtract one from IPC damage caused, rev.ed., turn 1.
Panther tank: cost 7 IPCs, combat 4/5, rev.ed., turn 3.
Me262 jet fighter: cost 10 IPCs, defence: â€˜5â€, fires on a â€˜3â€ in air combat (on a â€˜2â€ at Night), mark w. control marker under earlier edition fighter (internet: use â€œdestroyerâ€ sculpt), turn 5.
Type XXI submarine: cost 9 IPCs, attack: â€˜3â€, add one to IPC damage caused, cancels the first enemy hit to a sub-only force, mark w. control marker under sub (internet: use â€œbomberâ€ sculpt), turn 5.
Lancaster bomber: cost 14 IPCs, attack: â€˜5â€, add one to IPC damage caused, rev.ed., turn 1.
Mosquito fighter: cost 10 IPCs, range 6, fires on a â€˜2â€ when escorting or intercepting Night bombing SBR missions, may not land on carriers, early ed., turn 2.
Zero fighter: cost 10 IPCs, sea zones: â€˜3â€ in air combat and attacks on a â€˜4â€ first round, rev.ed., turn 1.
Yamato battleship: cost 22 IPCs, combat 5/5, fires first fire if enemy has no air units, rev.ed., turn 1.
Lightning fighter: cost 10 IPCs, range 6, sea zones: â€˜3â€ in air combat, may not land on carriers, rev.ed., turn 1.
Flying fortress bomber: cost 15 IPCs, fires on a â€˜2â€ in air combat (canâ€t hit at night), rev.ed., turn 2.
Escort carrier: cost 10 IPCs, defence: â€˜2â€, carries one fighter, negates sub special abilities like destroyer if carrying a fighter, early edition, turn 3.