:-o
Wow, these are some great ideas! Wish I’d thought of them.
Anyway, many years ago, when 2nd Edition first came out, I was a bit disappointed in the rules suggested for balanced play/advanced rules. So, I wrote up some of my own. Several were generic advantages, while others were more nation specific. Each player used specially marked control, markers, (logos prited on the back) to secretly place the advantages on the board at the beginnig of the soviet Players turn. Each player had a limited # of special markers that they could place each turn,( 3 or 4) but they could place as many other blank markers as they wanted on every territory/sea zone that they occupied. At the beginning of the combat movement phase, control markers could be revealed by their owner to show their special advantage.
I don’t have it with me, ( somewhere in storage) but as best as I can remember;
[[u]u]Generic Rules
Entrencments: 1/2 of all Infantry, (rounded up) defend on a 3 or less in the first round of combat.
Armor Encirclment: 1/2 of all armor hit on 4 or less on the first round of combat
Fighter Interceptors: Act as Flak if flown over by enemy aircraft, hit on a 3 or less.
Smoke screen: All ships are harder to target, enemy attackers hit on one less than normal. BB hits on a 3 ,Fighters a 2, etc…
Japan
Kamakazii : One fighter may suicide into an enemy warship, hits on a 5 or less.
Banzii Infantry: 1/2 of all attacking Infantry hit on a 3 or less.
Germany
Motoized Infantry: 1/2 of all infantry may move two territories like tanks.
Panzers Blitz: Up to 1/2 of all tanks may move into an enemy territory after combat is complete to perform a second combat, if they have only moved once in the combat movement phase. I placed these tanks on their sides as a reminder.
British
Radar: 1/2 of all fighters defend at a 5 or less.
Ultra Broken!: Britsh player may look at three of the German markers at the beginning of the UK turn.
USA
Japanese secret Code broken: USA player may examine up to three of Japans markers at the beginning of his turn.
Fast Carriers: All carriers may move up to 3 sea zones this turn.
[[u]b]Russians
Massed retreat/Strategic withdawal: When defending and Prior to combat rolls, the Russian player may withdraw some or all of their units. Including Anti-aircraft guns, control markers and factories. Units may not be built in factories that moved this turn. Note; this territory may or may not have been under attack.
Siberian rail; Two units between Russia and The Soviet Far East may move up to 3 territories, even into combat!
Of course there were multiple tokens of the generic type per nation, but only one each of the special national types.
Try it out sometime, it adds a whole new slant to the game. I feel it is well balanced. Try it out and let me know what you think.
If anyone is interrested I will gladly play you a game with these rules.
:roll: Crazy Ivan