And now the modified national advantages intended for A&A50
Optional A&A 50th National Advantages
Soviet National Advantages
1. Russian Winter
The Soviet Union’s strongest ally was its climate. General Winter stalled the Germans enough to save Moscow from utter destruction.
Once during the game in your collect income phase, you can declare a severe winter. Until the start of your next turn, your infantry in originally Russian controlled territories defend on a ‘3’.
2. Red Army Conscription
The Soviet Unions most valuable asset was its vast manpower reserves, conscription got men to the front lines, but didn’t guarantee success.
Once per game the Soviet player may declare he is beginning a mass conscription. During the following Soviet “purchase units” phase infantry cost only 2 IPCs, provided that only infantry are bought this turn.
3. Mobile Industry
In response to the rapid German success on the eastern front, Soviet manufacturing was moved east, inching closer and closer to the Urals.
Your industrial complexes each may move 1 territory during your non-combat move phase. It may be used in the same turn to place units (up to a maximum of the new territory’s value) if you controlled both the industrial complex and its new territory at the start of your turn. Factories may not be moved into territories that were not originally controlled by the Soviet Union. They cannot move during the combat move phase. If an opponent captures them, that opponent cannot move them.
4. Chinese Communists
Though relations with the Chinese Communists were tense, the global communist agenda required a measure of cooperation…at least for the time being.
One Soviet infantry may be placed in any Chinese territory before the game begins to represent the Communist Chinese. Also, up to three Soviet units may be in Chinese territory before the above adjusted Soviet National Objective (House rule 9) is considered violated.
5. Katyusha Rockets
The Soviets were able to supplement their artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for any lack of accuracy.
When attacking, Artillery, and the infantry they support may re-roll any die that fail to hit on the first round of combat.
6. Trans-Siberian Railway (modified to match new Soviet territories)
The Trans-Siberian Railway ran across the continent of Asia, providing the Soviet Union with unmatched mobility across this vast and rugged terrain.
In the non-combat move phase, your infantry, antiaircraft guns, and artillery may move 2 territories per turn only among these territories: Russia, Novosibirsk, Evenki National Okrug, Yakut S.S.R., Stanovoj Chrebet and Buryatia S.S.R.
German National Advantages
1. U-Boat Interdiction
The Battle of the Atlantic wrecked havoc on allied shipping during the early stages of the war, making logistics a nightmare for the U.S. and U.K.
During the collect income phase of the U.K. and U.S. turns, subtract 1 IPC from the collecting power’s income for each of your submarines on the game board.
2. Atlantic Wall
Stretching from Spain to Denmark and even to Norway the German Military made use of extensive defensive fortifications to keep the western allies off the continent.
During any amphibious assault from the sea zones 3, 6 and or 7, your Infantry defend on a ‘3’ during the first round of combat.
3. Panzer Blitz
The Panzer corps was one of the most feared forces of the war, primarily for its mobility and efficiency.
If your attacking forces destroy all defending units in a territory in one cycle of combat; or, if no combat was necessary, any of your surviving tanks in the attacking forces may move 1 territory during the non-combat move phase.
4. Wolf Packs
German U-Boats were trained to hunt in packs, and did so with shocking regularity throughout the Atlantic.
If an attack consists of at least two German submarines the anti-submarine abilities of any allied destroyers present are ignored on the first round of combat.
5. Luftwaffe Dive-Bomber
The dive-bombers of the Luftwaffe were rightfully feared on both fronts; these aces were deadly accurate, provided they had air superiority.
When no enemy fighters are present in a combat, German Fighters attack on a ‘4’ on the first round. (‘5’ with Jet Fighters)
6. German Scientists
Germany prided itself on being the most technologically advanced army at the start of the war. It was in their interest to see this trend continue into the latter stages of the war.
Your research dice cost 4 IPCs instead of 5.
British National Advantages
1. Night Bombing Raids
Due to their inability to provide fighter cover for their bombers the British used the darkness to their advantage, though this proved detrimental to their accuracy.
British bombers may choose to conduct a night bombing raid. The strategic bombing run may not be subjected to the “interceptors” rule but may still be targeted by AA guns as normal. In addition, strategic bombing raids conducted in this way suffer from a -1 penalty to the die roll. (This may result in a roll of ‘0’)
2. Joint Strike
The most powerful strike of the war was in the joint allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
Once during the game at the start of a British turn, you may declare a joint strike. That round, you complete your turn as normal, except you must skip your combat move, and conduct combat phase. You may conduct non-combat moves as normal. On those phases of the U.S. turn, the U.S. Player uses your units in his or her combat move, and conduct combat phases, together with his own units. You and the U.S. player must agree on attacking casualties and on who takes possession of any captured territories, or the opposing player gets to choose. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. A joint strike may not be called off once it is declared.
3. Enigma Decoded
The cracking of the German ‘Enigma Code’ by the British offered the allies an ace up their sleeve that could turn the tide in a key battle; however Germany would likely change its codes shortly thereafter.
Once per game, after Germany finishes its combat move phase, but before its conduct combat phase, you may make one special move. You may move any number of your units from one space into an adjacent space that was under the control of the Allies at the beginning of the turn. This movement must be either into and/or out of a space being attacked by Germany (Germany moving sea units to an empty sea zone does not count). If moving out of an attacked space, you must leave at least one unit behind in the space.
4. Middle East Oil
The United Kingdom dominated the oil rich regions of the Middle East during the war, this vast wealth of fuel provided a globe trotting mobility to the British Empire.
If an air unit you own lands in Egypt, Trans-Jordan, or Persia during your non-combat move phase, it may then immediately move an additional number of spaces equal to its normal movement.
5. RAF Fighter Command
The Royal Air Force had been hard pressed to defend the British Isles with limited resources. Only by utilizing a network of radar stations, and early warning centers did the RAF hold off incoming enemy attacks.
On British territories containing an AA gun, any fighters present may perform a “Combat Air Patrol”. British fighters may choose to patrol any sea territory adjacent to the territory they begin their turn in. To do so, place the fighter in the chosen sea zone during the United Kingdom’s “combat move phase”. This fighter will remain there until the next United Kingdom “purchase units phase”. The fighters will participate as defenders in any combat as normal but may do so for only the first two rounds of combat and then must land provided they were not removed as a casualty. In the event of a strategic bombing raid, fighters on CAP may elect to “follow in” any bombers en route to the adjacent British territory and are treated as if they were already on that territory and may act as interceptors.
6. Colonial Garrison
During World War II the British Empire was at its peak of global power, by the end of the war however the commonwealth would be a shell of its former self.
You begin the game with one free industrial complex in any British territory with an IPC value of at least 1.
Japanese National Advantages
1. Tokyo Express
Japanese commanders frequently used destroyer convoys to ferry troops to the front lines, this was nicknamed the ‘Tokyo Express’ by American Troops.
Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Destroyers that transport in this way may not participate in combat that round; however they still provide their anti-submarine capabilities in combat.
2. Kamikaze
As the war dragged on Japanese commanders became more and more desperate to turn the tide of the war, they did so by ordering their men to make the ultimate sacrifice.
Japanese fighters may sacrifice themselves to make a targeted attack during the first round of combat. The Japanese player declares a target in a sea zone for each Japanese fighter (excluding enemy fighters) and rolls for each one independently. This attack is made at ‘3’. (4 with Jet Fighters) This attack is conducted following the rules for submarine “first strike” and targeted units that have been hit may return fire only if a destroyer is present. All fighters participating as Kamikaze do not have to designate a safe landing zone before moving but are removed from play after making their attack.
3. Super Battleships
Japan’s Battleships were the largest and most powerful ever constructed. In battle these ships made short work of enemy vessels.
When attacking or defending Japanese battleships may choose to fire normally at ‘4’ or make a broadside attack. Each battleship may roll two dice that require a ‘3’ or less to hit. Damaged battleships may not elect to fire broadside. Battleships may also fire broadside when conducting shore bombardment.
4. Bitter Rivalry
The Japanese Army and Navy had very different ideas on how to conduct the war effort. Each had their own goals, but only one could have the endorsement of the government.
To represent the duality within the Japanese military, once per game, at any time, the Japanese player may choose to either:
a) Permanently reduce the cost of Infantry, Artillery, Armor, Fighters and Bombers by 1 IPC and increase the cost of Submarines, Destroyers, Carriers, Cruisers and Battleships by 1 IPC.
b) Permanently reduce the cost of Submarines, Destroyers, Carriers, Cruisers and Battleships by 1 IPC and increase the cost of Infantry, Artillery, Armor, Fighters and Bombers by 1 IPC.
These price changes become permanent once a choice is declared by the Japanese player. If the Japanese player has “Improved Shipyards” the price of carriers and battleships are set at a minimum of 11 and 17 respectively.
5. Dug-In Defenders
Japanese forces garrisoned on islands opted to die fighting rather than surrender; this exacted a heavy toll on the invading Allied forces
All your infantry on islands defend on a 3 for the first round of combat.
6. Banzai Attacks
A frequent battle-cry of attacking Japanese troops was ‘Banzai!’ meaning ‘May you live for 10,000 years’.
When you move only infantry into a contested space during the combat move phase, you may at that time declare the intended attack to be a banzai attack (for an amphibious assault you may also include offshore bombardment support). If you do so, all those infantry attack on a 2 for the first round only. You may not withdraw from any banzai attack, regardless of whether it is amphibious or not.
American National Advantages
1. Island Bases
American forces had made it common practice to establish extensive airbases on far flung island possessions.
When moving your air units, you may treat any island groups as part of the sea zones containing them. For example, a fighter (move 4) could travel from Midway to the East Indies in one turn, assuming the Allies control both island groups.
2. Manhattan Project
The research and development infrastructure of the United States yielded advances as destructive as the Atomic Bomb and as humane as penicillin.
If the United States posses more than two research tokens at any time, it may make an additional research roll for free. All research tokens are still removed if a breakthrough is made.
3. Marines
Amphibious assaults were commonplace for American forces, none were better at it than the troops of the United States Marine Corps.
Your infantry attack on a 2 in the first cycle of the land combat portion of an amphibious assault. Even if supported by artillery, their attack remains 2.
4. Foreign Aid
The United States became an Economic Superpower shortly after it entered the war, this trend continued well after the end of the war.
The United States may once per turn lend one die roll’s worth of IPCs to a friendly power before the United States’ purchase units phase. The funds are immediately transferred to that player. The United States may also loan money to China. Any Chinese infantry purchased cost 3 IPCs. If China is given any IPC’s by the United States it may keep them for as long as it wishes without spending them, but can never accumulate more than 6 IPCs. (If a loan to China brings the total IPC reserves over 6 IPCs, the excess loan is not returned to the United States but is instead forfeit to the bank.) These IPCs are forfeit to Japan if China controls no territories at the end of any axis turn.
5. Resilient Carriers
The American carriers of the war were equipped with state of the art firefighting equipment and metal decks, making them all the much more durable.
When an American carrier is chosen as a casualty in a round of combat, instead of removing it, place it on its side. If the battle ends either because of an Allied victory or the Axis player retreats, the carrier then becomes a “damaged carrier” (mark it with a damage counter). This unit has a move of 1, no attack or defense value and may not carry any aircraft. The carrier can be repaired by moving it into a sea zone adjacent to an allied territory containing an Industrial Complex
6. B-29 Superfortress
The B-29 was an engineering marvel, more durable than its counterparts of the day.
American bombers are immune to normal Anti-Aircraft fire from AA guns. Axis powers with the “Radar” technology may hit American bombers but only on a roll of a “1”. American bombers can still be intercepted by fighters.
Italian National Advantages
1. Light Tanks
Italy’s tanks were not on the same level as the modern armor of other nations, however this reduced capability came with a reduced cost.
Italian tanks have a reduced cost of 4 IPCs; however their defense is reduced to “2”.
2. Italian Aircraft Engines
Italy’s fighter planes were fitted with some of the most powerful engines of the war.
Italian fighters may expend one movement point to re-roll their die when attacking per combat round. The number of re-rolls made may not exceed the amount required for the fighter to reach a friendly landing space.
3. Axis Cooperation
The European Axis powers cooperated greatly during the early stages of the war, but much less so as Italy’s power waned.
The German and Italian player may utilize each other’s Industrial Complexes; units can only be built at the friendly powers Industrial Complex provided both powers have achieved the conditions of at least one of their National Objectives during their place units phase. The cost of units placed may not exceed a cost of 6 IPCs.
4. Trains Run On Time
Fascism brought to Italy a modicum of efficiency, specifically in transportation.
Italian transports have the additional option to carry as a load, three infantry.
5. Italian African Resistance
The Italian forces stranded in Sub-Saharan Africa continued to fight on in a limited role against the British. However, they were drastically undersupplied.
The territory “Italian Africa” begins the game controlled by Italy and contains one Italian infantry. However, this unit may not move until an Italian or German unit (Including aircraft) arrives in a non-combat move phase. Italy will not collect income from this territory until this unit has been “re-supplied”. Britain will not collect income from this territory until it is liberated.
6. Live to Fight Another Day
The Italian military often found itself outclassed when attacking entrenched allied forces, this stemmed from the lack of initiative on the part of the average Italian soldier; this sense of self preservation had some benefits.
Once per game, after attacks are declared and combat begins the Italian player may choose to, after the first round of combat ends and casualties have been allocated for both sides, return all casualties (friend and foe!) to the game board and immediately conduct a retreat as normal. Units taken as casualties from anti-aircraft fire, or submarine “first strike” may not be returned to the game board and are removed as normal. This ability may not be used in a combat involving paratroopers or an amphibious invasion.