Anyhow a rough draft on some rules and Units
Based off 12 sided Dice
Infantry: Cost 2 IPCs, Defend at 6 or less, Attack at 2 or less. Movement 1
Calvary: Cost 3 IPCs, Defends at 5 or less, Attacks at 3 or less. Movement 2
Artillery: Cost 5 IPCs, Defend at 8 or less, Attack at 2 or less. Movement 1
Tanks: Cost 15 IPCs, Defend at 9 or less, Attack at 9 or less. (Requires Tech) Movement 1
Fighters: Cost 5 IPCs, Defend at 3 or less, Attack at 3 or less. Range 4.
Bombers: Cost 8 IPCs, Defend at 2 or less, Attack at 5 or less. Range 6.
Those are the land units.
Fighters and Bombers cannot be located in Hexagons/boarders boardering the Enemy.
Each unit gets one die for each type of unit. For example, if player A attacks player B. Player A has 1 Infantry, 1 Artillery, and 1 Fighter they would get 3 dice for each unit. Does not matter if the person is defending or attacking.
If a person attacks from multiple sides, they gain a flanking advantage which grants the attacker +1 to all land units attacking the area.
Trench Rules: All land units defending in a trench (Marked by the respected symbol) recieve a +2 to their defense value.
Central Powers - Take Paris or London or Rome. OR Take knock Russia out within 10 turns.
Allies - Last for at least 25 Turns and only have at least 1 terrority under Central Power Control.