NAs for China, Anzacs, and British Empire
Please note that I copy pasted most of the descriptive text from wikipedia. Its just there as a placeholder for now.
CHINA
1.Burma Road - The British used the Burma Road to transport war materiel to China before Japan was at war with the British. In addition to normal rules involving the Road, Britain and the US may build 1 unit in Szechwan on every turn that the road remains in allied hands.
2.Operation Zet - Operation Zet was a secret operation of the Soviet Union to provide military and technical resources to the Republic of China as a part of the Sino-Soviet Non-Aggression Pact.
Collect two additional ipcs during your collect income phase if the allies control a land route between China’s capital and the USSR.
Additionally, in the global game, Soviet forces may battle Japanese forces in China without violating the nonaggression pact. Furthermore, the Soviets may transfer control of their units in China to the Chinese during the noncombat phase of the Soviet turn.
3.Eight Route Army - At the start of World War II, the 8th Route Army infiltrated itself behind Japanese lines in Northern China, where it established many bases of operations. It recruited Chinese semi-trained militia. In 1937, the army had 30,000~ 40,000 troops. It grew to 156,000 in 1938 and 400,000 in 1940, and 600,000 in 1945. If Chinese Infantry survive at least one round of combat when defending against a Japanese attack, then these units may choose to melt away into the countryside. For all intents and purposes treat this like when submarines submerge. The Japanese occupy the province and, on the next Chinese turn, the Chinese units are back in play. The Chinese player must either have these units attack the province or move on to another province. These units may chose to attack provinces behind the Japanese lines, causing Chaos in the rear.
4.Vinegar Joe - The Northern Combat Area Command was a mainly Sino-American formation that held the northern end of the Allied front in Burma during World War II. For much of its existence it was commanded by the acerbic General Joseph “Vinegar Joe” Stilwell, and controlled by his staff. Chinese infantry hit at a three or less when defending Burma Road provinces.
5.The Hump - The Hump was the name given by Allied pilots in the Second World War to the eastern end of the Himalayan Mountains over which they flew military transport aircraft from India to China to resupply the Chinese war effort of Chiang Kai-shek and the units of the United States Army Air Forces based in China. The allied commitment to supply China enables the Chinese to resist even when the situation seems hopeless. Two hits are required to destroy Chinese infantry defending Szechwan, as long as India remains in allied hands. These infantry are immediately repaired after combat.
6.Magnetic Warfare - The National Revolutionary Army adopted the concept of “magnetic warfare” to attract advancing Japanese troops to definite points where they were subjected to ambush, flanking attacks, and encirclements in major engagements. Whenever Japan and China clash, each Chinese unit fires once during the opening fire step against enemy land units in the territory being attacked (the enemy units do not fire back). Combat then continues as normal.
ANZAC
The Australian 1st Armoured Division - The 1st Armoured Division was originally intended to serve in North Africa, but remained in Australia once the Pacific war began. This division formed a key element of Australia’s defences against a feared Japanese invasion. Tanks hit at a 4 or less when defending the Australian mainland.
Maroubra Force - Maroubra Force was the name given to the Australian infantry force that defended Port Moresby, Papua New Guinea from the Japanese. They successfully fought a month long delaying action through the debilitating terrain of the Owen Stanley Range, before being reinforced and finally driving off the Japanese just outside of Port Moresby.
ANZAC infantry in New Guinea hit at a 3 or less when defending New Guinea from the Japanese.
Australian Commandos - Australia formed several small-scale raiding and reconnaissance forces. One of these forces, Z Special Unit, conducted raids far behind the front line, including a successful raid on Singapore in September 1943.
Before the ANZAC combat phase of every turn, the ANZAC player may attempt to sabotage a Japanese base. Pay 5 ipcs and pick a single Japanese naval or Airbase. Treat this as you would a strategic attack on a base, only no bomber is risked. Roll the anti-aircraft batteries as normal, if they hit then the commandos have been thwarted by the garrison. If they fail then the commandos do 1d6 damage to the facility. If the commandos do 6 levels of damage in a single raid, then one unit stationed by or at that base is destroyed. This unit is picked by the Japanese player. You may launch one commando operation every round.
Coastwatchers - The Coastwatchers were Allied military intelligence operatives stationed on remote Pacific islands during World War II to observe enemy movements and rescue stranded Allied personnel. They played a significant role in the Pacific Ocean theatre and South West Pacific theatre, particularly as an early warning network during the Guadalcanal campaign.
Once per game, when Japan 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 an adjacent space into any one friendly space being attacked by Japan. Alternatively, you may move any number of your units from a space being attacked by Japan into an adjacent friendly space, but you must leave at least one unit behind. This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved.
Brisbane Line - The Brisbane Line was a controversial defence proposal allegedly formulated by the Menzies government during World War II to concede the northern portion of the Australian continent in the event of an invasion by the Japanese.
Whenever Japan invades a province on the Australian mainland, the defending ANZAC forces may choose to retreat rather than fight. The Japanese automatically seize control of the province and the ANZAC forces may move to any allied controled territory on the Australian mainland.
Imperial War Cabinet - The Imperial War Cabinet was created by British Prime Minister David Lloyd George in the spring of 1917 as a means of co-ordinating the British Empire’s military policy during the First World War. Winston Churchill revived the Imperial War Cabinet during the Second World War at the insistence of Australian Prime Minister John Curtin.
The ANZACS may build units on industrial complexes controlled by the British Empire.
Additionally, in the Global game, The ANZAC forces in the European theater may make combat and noncombat moves during the United Kingdom’s turn. These units conduct combat as if they belonged to the U.K. You and the U.K.’s player must agree on attacking casualties, or the opposing player gets to choose them.
BRITISH EMPIRE
Chindits - The Chindits were a British India “Special Force” that served in Burma and India in 1943 and 1944 during the Burma Campaign in World War II. They were formed into long range penetration groups trained to operate deep behind Japanese lines. Your infantry may perform attacks for one round and immediately retreat from where they came. Japanese defenders do not fire back. This is only to be used in mainland Asia.
Gurkha Regiments – Gurkha was the collective term for British Indian Army soldiers from Nepal. Gurkhas were famous for their ever-present kukris, a distinctive heavy knife with a curved blade, and for their reputation of being fierce fighters and brave soldiers.
Designate 1 infantry as a Gurkha regiment. Mark it by placing an upside down British roundel under the unit. This unit hits at a 3 or less when defending and at a 2 or less when attacking (3 or less when backed by artillery). Once the unit is lost you may designate a different infantry unit as a Gurkha regiment. You may only have one Gurkha regiment at a time and you may not create new ones if India is occupied by the axis.
Guns of Singapore - Singapore’s famous large-calibre coastal guns were designed to penetrate the hulls of heavily armoured warships and were ineffective against personnel. Japanese ships may not bombard Malaya in support of an amphibious Assault.
The Royal Indian Army Corps of Engineers - The Corps of Engineers is one of the oldest arms of the Indian Army. The origin of the Corps dates back to 1780 when the two regular pioneer companies of the Madras Sappers were raised. In war, Combat Engineers provide mobility to own forces by constructing bridges, tracks and roads; on the other hand the Corps denies the same to the enemy by creating obstacles such as laying mine-fields and demolition of bridges.
British infantry and artillery have a noncombat of two on mainland asia. Japanese armor may not blitz through British controlled territory on the Asian mainland.
Cripps Mission - The Cripps mission was an attempt in late March 1942 by the British government to secure Indian cooperation and support for their efforts in World War II. The purpose of the mission was to negotiate with the Indian National Congress a deal to obtain total co-operation during the war, in return of progressive devolution and distribution of power from the crown and the Viceroy to elected Indian legislature. However, the talks failed, having failed to address the key demand of a time frame towards self-government.
Once per game, during the British collect income phase, the British player may promise independence for India. For the next two turns the British Empire’s pacific theater income is doubled. After that, the territory of India is considered a neutral country. All British units within the country are transferred to the nearest Allied controlled territory. The British player picks a new territory as its capital on the Pacific board. A minor industrial complex is immediately placed on this new territory, even if it could not normally support a minor industrial complex. If a neutral India is attacked by the Japanese, place 10 infantry, 2 artillery, an armor, and 2 fighters down on India.
Pacific War Council - The Pacific War Council was an inter-governmental body established in 1942 and intended to control the Allied war effort in the Pacific and Asian campaigns of World War II. The council never had any direct operational control and any decisions it made were referred to the U.S.-British Combined Chiefs of Staff, which was also in Washington. Although there were relatively few U.S. forces in the Pacific in mid-1942, the sheer volume of matériel and forces controlled by the United States government soon gave it effective control of strategy in the Pacific War.
Once during the game, on your turn, you may declare a joint strike. You complete your turn as normal, except you skip your combat move and conduct combat phases. (Any of your units may move on your noncombat move phase.) On the U.S.’s turn, the U.S.’s player can move any of your units during his or her combat move phase and conduct combat with them, as if they belonged to the U.S. You and the U.S.’s player must agree on attacking casualties, or the opposing player gets to choose them.