Hiya...i'd like to mention that me and my group have been using the below variants, or set of rules, on a regular basis since BEFORE anniversary edition came out. So they are thoroughly tested and not "stolen" in any way(such as the paratroopers thing)...there was a post from before details on anniversary came out in the OLD tripleawarclub-forum, which unfortunately went down...but maybe one of the regulars around there(krieghund or imperious leader) can confirm that.
Anyway, here goes:
First up is National Advantages, which are now called "Doctrines". Each nation starts with 3 Doctrines, that means 3 basics or 1 upgraded and one basic. In order to upgrade a doctrine, you first need the BASIC one. At the END of each of your rounds(that is, after a players turn ends), you(that player) may choose one doctrine(or upgrade a existing basic one) to activate. Thus, as the game progresses, more and more specials become 'active'. A very nice touch we added to this, was to keep doctrines hidden. (as in, written on a piece of paper, and only revealed once that doctrine was used for the first time....so you never knew if a russian winter was coming up or if japan had super-powerful battleships....naturally, that caused a few problems as japan SHOULD know if it has a non-aggression-threaty with the UDSSR. In the latest(german) version, 1 advantage per nation is flagged as (public knowledge), thus Nonagressionthreaty, U-Boat-Interdiction, colonial garrison, most powerful battleships, and chinese divisons are always "public" knowledge, if you choose them, everybody gets to know about it.)
It's also worth to mention that the BASIC version is basically the same as the LHTR suggest, and wasn't changed much, but an attempt was made to balance them out and make less useful ones more valuable in the upgraded version. They are gathered in such a way as to allow easy copy-pasting into any editor, and two-sided printing with the front page having the normal advantages, and the backside having the advanced version. So please don't point out that the basics are identical with LHTR.
Again: start with 3 per nation, 1 added for each player at the end of each of his turns, basics cost 1 to activate, advanced need the basic and cost 1 to upgrade...simple really.
U.S.S.R. National Advantages
1. Russian Winter RUSSIA’S GREATEST ALLY WAS ITS WINTER COLD. GERMANY’S INVASION STOPPED DEAD AS THE SNOWS CAME DOWN. Once during the game in your collect income phase, you can declare a severe winter. Until the start of your next turn, your infantry defend on a 3.
2. Nonaggression Treaty THE JAPANESE REFRAINED FROM ATTACKING THE SOVIET UNION DURING MOST OF THE WAR. THEY ALREADY HAD ONE BEAR COMING AT THEM FROM THE EAST. The first time in the game that Japanese forces attack any Soviet-controlled territory, you may place four of your infantry for free in any Soviet-controlled territory (including the one being attacked) that is adjacent to a Japanese-controlled territory before resolving combat. If you attack Japan before it attacks you, you lose this advantage.
3. Mobile Industry IN RESPONSE TO THE THREAT FROM THE RUSSIAN FRONT, THE SOVIETS MOVED THEIR FACTORIES EAST. THEY PRODUCED 5,000 TANKS EAST OF THE URALS IN 1942. Your industrial complexes each may move 1 territory during your noncombat 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. They cannot move during the combat move phase. If an opponent captures them, that opponent cannot move them.
4. Salvage AFTER THE BATTLE OF KURSK IN 1943, THE GERMANS LEFT THE SHELLS OF THEIR WRECKED TANKS BEHIND. THE SOVIETS FOUND INTERESTING USES FOR THEM. If you retain control of a red territory against attacking tanks and at least one attacking tank is destroyed, you may place one free Soviet tank in that territory.
5. Lend-Lease WITH THE UKRAINE LOST AND FACTORIES MOVING EAST, THE SOVIET UNION COULD NEITHER FEED NOR REBUILD ITSELF. THE ALLIES CAME TO ITS RESCUE. During your mobilize new units phase, you can convert one U.K. and one U.S. land unit into Soviet units if they are in a red territory. Remove the affected units from play and replace them with the same units of your own color.
6. Trans-Siberian Railway THE TRANS-SIBERIAN RAILWAY SPANNED 10,000 KILOMETERS FROM MOSCOW TO VLADIVOSTOK, THE LONGEST MAIN LINE IN THE WORLD. In the noncombat move phase, your infantry, antiaircraft guns, and artillery may move 2 territories per turn only among these territories: Russia, Novosibirsk, Yakut S.S.R., and Buryatia S.S.R.
U.S.S.R. ADVANCED National Advantages
1. Russian Winter RUSSIA’S GREATEST ALLY WAS ITS WINTER COLD. GERMANY’S INVASION STOPPED DEAD AS THE SNOWS CAME DOWN. At the end of your collect income-phase, roll a die, if it comes up 1 or 2, there will be a russian winter this turn. This does not affect your ability to activate this ability once on your own. You have to decide wether to activate It before rolling a die. (That is, you cannot roll a die for this ability and afterwards announce a Russian winter.)
2. Nonaggression Treaty THE JAPANESE REFRAINED FROM ATTACKING THE SOVIET UNION DURING MOST OF THE WAR. THEY ALREADY HAD ONE BEAR COMING AT THEM FROM THE EAST. If the threaty is still in effect, double the infantry gained to 8. If the threaty is already broken or as soon as the threaty is broken, gain one free infantry per turn at the beginning of your turn in your easternmost territory.
3. Mobile Industry IN RESPONSE TO THE THREAT FROM THE RUSSIAN FRONT, THE SOVIETS MOVED THEIR FACTORIES EAST. THEY PRODUCED 5,000 TANKS EAST OF THE URALS IN 1942. Your IC's become immune to strategic bombing runs of any kind. This includes rocket damage.
4. Salvage AFTER THE BATTLE OF KURSK IN 1943, THE GERMANS LEFT THE SHELLS OF THEIR WRECKED TANKS BEHIND. THE SOVIETS FOUND INTERESTING USES FOR THEM. You may also gain a free tank if you're attacking and destroying at least 1 defending german tank. You need to win the attack in order to get the tank, which is placed in the territory in which the battle took place.
5. Lend-Lease WITH THE UKRAINE LOST AND FACTORIES MOVING EAST, THE SOVIET UNION COULD NEITHER FEED NOR REBUILD ITSELF. THE ALLIES CAME TO ITS RESCUE. Instead of one land unit per power, you may assimilate 1 infantry plus one other land unit per power, per turn. (that is: USSR can replace one transport load worth of units(any composition) of UK and one load of US for a total of 4 units.)
6. Trans-Siberian Railway THE TRANS-SIBERIAN RAILWAY SPANNED 10,000 KILOMETERS FROM MOSCOW TO VLADIVOSTOK, THE LONGEST MAIN LINE IN THE WORLD. The movement bonus becomes valid through all of your original or occupied territories. It still only works during noncombat-move, though.
Germany National Advantages
1. U-Boat Interdiction THE UNTERSEE BOATS SWARMED ALLIED SHIPPING LANES, SINKING SHIPS REGARDLESS OF THEIR CARGO. SOME “CARGO” WAS NONCOMBATANTS. 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 THE GERMANS FORTIFIED THE EUROPEAN ATLANTIC COAST WITH MASSIVE DEFENSIVE SYSTEMS FROM NORWAY TO SPAIN. During any amphibious assault against a gray territory, all your infantry defend on a 3 during the first cycle of combat.
3. Panzerblitz THE COLOSSAL PANZERS RUMBLED ACROSS EUROPE AND NORTH AFRICA. THEY WOULD BREACH ENEMY LINES, THEN TURN AND WREAK HAVOC ON THE DEFENDERS. 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 noncombat move phase.
4. Wolf Packs WOLF PACKS OF U-BOATS PROWLED THE ATLANTIC, WORKING TOGETHER TO DOWN ALLIED CONVOYS. THE ONLY SURE THING ABOUT A U-BOAT WAS THAT THERE ALWAYS WAS ANOTHER NEARBY. Your submarines attack on a 3 (4 if you have the Super Submarines development) if there is more than one of them at the start of the combat cycle. When there are less than two submarines at the start of a combat cycle, this ability is lost. Wolf Packs do not improve defending submarines. Enemy destroyers do not affect this National Advantage. The submarines may come from different sea zones, but they must attack the same sea zone.
5. Luftwaffe Dive-Bomber EUROPE WAS BLITZED AND BOMBED. THE JU-87 STUKA DIVE-BOMBER, A SMALL PLANE, PLAYED A BIG ROLE. ITS SCREAMING SIREN GENERATED TERROR ON ALL BATTLE FRONTS. Your fighters may conduct first round tactical bombing runs. They are subject to antiaircraft fire as normal. In the first cycle of combat, if there are no defending fighters present, the fighters hit on a roll of 5 or less in land battles only. Any units hit still fire back normally in that round of combat. In succeeding cycles of combat, the fighters hit normally. If defending fighters are present, this first cycle ability is cancelled.
6. German Scientists GERMANY GATHERED SOME OF THE GREATEST SCIENTIFIC MINDS IN THE WORLD TO MAKE TECHNOLOGICAL BREAKTHROUGHS TO AID THE GERMAN WAR EFFORT. Your Weapons Development dice cost 4 IPCs instead of 5.
Germany ADVANCED National Advantages 1. U-Boat Interdiction THE UNTERSEE BOATS SWARMED ALLIED SHIPPING LANES, SINKING SHIPS REGARDLESS OF THEIR CARGO. SOME “CARGO” WAS NONCOMBATANTS. Since you greatly focus on your U-Boat Weapon, by permanently foregoing the ability to build naval units of one type, you can make your submarine production cheaper by 1 IPC's per ship type. (e.g. Germany decides it will never build Battleships or Carriers, 2 ship types. So submarines in the future will cost only 6(8-2) IPC's for Germany, but Germany can't build Battleships or Carriers. Germany may choose as many Ship types as wanted when gaining this advantage, or 1 additionally per turn afterwards. If Russia falls(to Germany or Japan), Germany is allowed to undo one build restriction per turn (while increasing the cost of submarines accordingly, as well).
2. Atlantic Wall THE GERMANS FORTIFIED THE EUROPEAN ATLANTIC COAST WITH MASSIVE DEFENSIVE SYSTEMS FROM NORWAY TO SPAIN. Your coastal batteries fire at transports to stop invasions dead in their tracks. Roll a number of dice equal to the number of transports unloading in an amphibious invasion against a grey territory, for every 1 rolled, 1 transport including it's contents(Invading powers choice) are removed from the gameboard before the invasion takes place.
3. Panzerblitz THE COLOSSAL PANZERS RUMBLED ACROSS EUROPE AND NORTH AFRICA. THEY WOULD BREACH ENEMY LINES, THEN TURN AND WREAK HAVOC ON THE DEFENDERS. The principle of Blitzkrieg and highly mobile panzer forces was at the heart of the German War Effort. Even if the battle took several combat rounds, your tanks may always move one territory during non-combat-move.
4. Wolf Packs WOLF PACKS OF U-BOATS PROWLED THE ATLANTIC, WORKING TOGETHER TO DOWN ALLIED CONVOYS. THE ONLY SURE THING ABOUT A U-BOAT WAS THAT THERE ALWAYS WAS ANOTHER NEARBY. Your submarines gain a protective coating in an attempt to hide them from Sonar and other detection. If there are only submarines on your side of the battle at the start of the combat round, any unit except destroyers can only hit them on a roll of 1 or 2.
5. Luftwaffe Dive-Bomber EUROPE WAS BLITZED AND BOMBED. THE JU-87 STUKA DIVE-BOMBER, A SMALL PLANE, PLAYED A BIG ROLE. ITS SCREAMING SIREN GENERATED TERROR ON ALL BATTLE FRONTS. While most efficient to weaken up enemies, tactical bombing runs were a core strategy for the luftwaffe, even going as far as to make the Me262 a fighter-bomber. Any offensive(not during defense) attack rolls by your fighters that come up as 1 are considered to have been fired during the opening round, so the chosen casualty is removed before firing back. You have to roll for your fighters FIRST during the normal combat round.(that is, right after submarines/rockets fire).
6. German Scientists GERMANY GATHERED SOME OF THE GREATEST SCIENTIFIC MINDS IN THE WORLD TO MAKE TECHNOLOGICAL BREAKTHROUGHS TO AID THE GERMAN WAR EFFORT. The efforts put into the German war science were unparalleled. Every time you buy at least 2 dice in a category, you get a third one in the same category for free.
U.K. National Advantages 1. Radar BRITAIN’S RADAR ALERTED IT TO THE THREAT OF GERMAN PLANES CROSSING THE CHANNEL. UK owned antiaircraft guns in tan territories hit air units on a roll of 1 or 2. 2. Joint Strike THE MOST POWERFUL STRIKE IN THE WAR WAS 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 round (before the Russian turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and noncombat move phases. On those phases of the U.S. turn, the U.S. player uses your units in his or her combat move, conduct combat, and noncombat move 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. Weapons developments or national advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared. 3. Enigma Decoded WORKING IN A SECRET FACILITY IN BLETCHLEY PARK, ALAN TURING’S CRYPTOGRAPHERS BROKE THE CODES OF THE NAZI ENIGMA MACHINES. THEY COULD THEN SEND FALSE MESSAGES BACK. 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. Mideast Oil THE UNITED KINGDOM’S 1920 DIVISION OF THE MIDDLE EAST TAPPED INTO THE POWER FROM THE SANDS. THE GERMANS TRIED TO GET THAT POWER FOR THEMSELVES. If an air unit you own lands in Anglo-Egypt, Trans-Jordan, or Persia during your noncombat move phase, it may then move an additional number of spaces equal to its normal movement. 5. French Resistance FRANCE FELL QUICKLY TO THE GERMANS. THOUSANDS OF FRENCH PATRIOTS WHO WOULD OTHERWISE HAVE DIED IN BATTLE ON THE FRONTLINES LATER ROSE UP AGAINST THE OCCUPIERS. Once per game, if the Allies control Western Europe, you may place three of your infantry there for free during the mobilize new units phase of your turn. 6. Colonial Garrison WORLD WAR II REPRESENTS THE HEIGHT OF THE UNITED KINGDOM’S COLONIAL EMPIRE. TWO DECADES LATER THE COMMONWEALTH WAS A SHADOW OF ITS WORLD-SPANNING FORMER SELF. You begin the game with one additional industrial complex in any tan territory with an income value of at least 1. (You still can’t have more than one industrial complex in a territory.)
U.K. ADVANCED National Advantages
1. Radar BRITAIN’S RADAR ALERTED IT TO THE THREAT OF GERMAN PLANES CROSSING THE CHANNEL. Your AA Gun's can also fire at a 2 in foreign territories, not only in tan ones. Place your nationality marker below any AA guns in a foreign territory to make sure you don't mix them up.
2. Joint Strike THE MOST POWERFUL STRIKE IN THE WAR WAS THE JOINT ALLIED ASSAULT ON NORMANDY. THE PLANNING REQUIRED TO LAUNCH THIS SIMULTANEOUS INVASION HAS NEVER BEEN EQUALED. Careful logistical planning allows you to not skip your non-combat-move in the round in which you announce a joint strike. Therefore, you may move into a more advantageous attack position that the US Player can utilize.
3. Enigma Decoded WORKING IN A SECRET FACILITY IN BLETCHLEY PARK, ALAN TURING’S CRYPTOGRAPHERS BROKE THE CODES OF THE NAZI ENIGMA MACHINES. THEY COULD THEN SEND FALSE MESSAGES BACK. Excellent planning makes sure you utilize this advantage as well as you can. If you are retreating, you may split your forces and move into several spaces. If you are reinforcing, any air units within 2 spaces of the attacked territory may also reinforce.
4. Mideast Oil THE UNITED KINGDOM’S 1920 DIVISION OF THE MIDDLE EAST TAPPED INTO THE POWER FROM THE SANDS. THE GERMANS TRIED TO GET THAT POWER FOR THEMSELVES. The oil of the Middle East was a very valuable commodity, literally the fuel of war. The IPC-Value of Anglo-Egypt, Transjordan and Persia is increased by 1 for you only, as long as you keep at least one land unit in these territories.
5. French Resistance FRANCE FELL QUICKLY TO THE GERMANS. THOUSANDS OF FRENCH PATRIOTS WHO WOULD OTHERWISE HAVE DIED IN BATTLE ON THE FRONTLINES LATER ROSE UP AGAINST THE OCCUPIERS. Not only the French resistance rose against the German occupation. The polish in Eastern Europe and Tito in the Balkans also did their best to fight the Germans. When either of those 2 countries are liberated for the first time by the Western Allies, place 3 UK Infantry in them(once per country).
6. Colonial Garrison WORLD WAR II REPRESENTS THE HEIGHT OF THE UNITED KINGDOM’S COLONIAL EMPIRE. TWO DECADES LATER THE COMMONWEALTH WAS A SHADOW OF ITS WORLD-SPANNING FORMER SELF. If the territory containing your Colonial Garrison is ever taken(or was already taken) by the Axis, the IC will shut down(place it laying on it's side to represent this). The Axis cannot use it, and they cannot build another Industrial Complex in this territory. Once only, If the territory is recaptured by the allies, immediately place a number of UK infantry there equal to the territories production value.
Japan National Advantages 1. Tokyo Express THE JAPANESE HIGH COMMAND USED DESTROYER CONVOYS TO FERRY INFANTRY. ALLIED FORCES AT GUADALCANAL DUBBED THIS THE “TOKYO EXPRESS”. 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 are still allowed to conduct shore bombardment if they have the "Combined Bombardment" weapons development even when unloading simultaneously.
2. Kamikaze A TERRIFYING DEVELOPMENT WAS THE WILLINGNESS OF JAPANESE PILOTS TO FLY THEIR PLANES DIRECTLY INTO ALLIED SHIPS. THEY EVEN DEVELOPED “FLYING BOMBS” PILOTED BY THE SOLDIERS INSIDE. During Japan's turn, at the start of any sea combat in sea zones 58, 59, 60 or 61, the Japanese player can attack one Allied surface sea unit (not a submarine) with Kamikaze. This attack occurs before the first round of combat, and any casualty is removed before the battle begins (if a battleship is hit once, turn it on its side - if two 1's are rolled, the battleship is removed from play). If a carrier is selected as the target, any fighters aboard that carrier are assumed to have been launched before the kamikaze attack and may defend in the air normally in the ensuing battle, whether or not the carrier is sunk. The aircraft used for the Kamikaze planes are not represented on the board. To make the attack, the Japanese player indicates which ship is being targeted and rolls two dice. For each “1” rolled a hit is scored. Only one Kamikaze attack may be made per turn.
3. Naval Night Fighting Skills JAPAN TRAINED LONG AND HARD IN THE TECHNIQUES OF NAVAL OPERATIONS AT NIGHT. IN CONTRAST, THE UNITED STATES HAD A LOT OF CATCHING UP TO DO. On the first round of all sea battles, whether you are attacking or defending, your battleships each fire twice (roll two dice).
4. Most Powerful Battleships THE LARGEST AND MOST POWERFUL BATTLESHIPS OF THAT TIME SAILED UNDER THE JAPANESE FLAG. Your battleships attack and defend on a 5.
5. Dug-In Defenders MANY JAPANESE TROOPS DEFENDING PACIFIC ISLANDS ELECTED TO DIE IN THEIR BUNKERS RATHER THAN SURRENDER. All your infantry on islands defend on a 3.
6. Banzai Attacks A FEARSOME RALLYING CRY OF THE IMPERIAL JAPANESE ARMY, “BANZAI!” MEANT, “MAY YOU LIVE TEN THOUSAND 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.
Japan ADVANCED National Advantages 1. Tokyo Express THE JAPANESE HIGH COMMAND USED DESTROYER CONVOYS TO FERRY INFANTRY. ALLIED FORCES AT GUADALCANAL DUBBED THIS THE “TOKYO EXPRESS”. A good idea made better, your battleships can now double as transports(with the same restrictions to load capacity and movement). Just as destroyers, they may conduct naval bombardment the same turn they unload in an amphibious assault.
2. Kamikaze A TERRIFYING DEVELOPMENT WAS THE WILLINGNESS OF JAPANESE PILOTS TO FLY THEIR PLANES DIRECTLY INTO ALLIED SHIPS. THEY EVEN DEVELOPED “FLYING BOMBS” PILOTED BY THE SOLDIERS INSIDE. You may now conduct Kamikaze attacks in any Sea-Zone containing an island under your control or neighbouring a Sea-Zone with an Island under your control. You do no longer need to attack with conventional forces for this. Also, landing restrictions for your airplanes are lifted, you may send them into a battle without providing a landing space for them.
3. Naval Night Fighting Skills JAPAN TRAINED LONG AND HARD IN THE TECHNIQUES OF NAVAL OPERATIONS AT NIGHT. IN CONTRAST, THE UNITED STATES HAD A LOT OF CATCHING UP TO DO. During the first round of combat only, enemy destroyers can not prevent your submarines from instant-killing the casualties inflicted. This includes destroyers chosen as casualties. Enemy submarines still fire in the opening fire step and can fire back regardless of being choosen as casualties.
4. Most Powerful Battleships THE LARGEST AND MOST POWERFUL BATTLESHIPS OF THAT TIME SAILED UNDER THE JAPANESE FLAG. The Japanese Battleships were near unsinkable and took considerable damage to destroy. If one of your battleships is dealt a hit, roll a die. If it comes up 1 or 2, no damage is dealt.
5. Dug-In Defenders MANY JAPANESE TROOPS DEFENDING PACIFIC ISLANDS ELECTED TO DIE IN THEIR BUNKERS RATHER THAN SURRENDER. The American Fleet bombarded Japanese Island Fortresses with air and naval support fire for hours and hours, only to find that when they landed, there was still fierce resistance. Your defenders on islands become immune to naval support fire and air units if you only have ground units defending. Only ground units in an amphibious assault may deal damage to them(air units cannot support this kind of amphibious landings on ground units). If you have any airplanes on the island, this ability is cancelled.
6. Banzai Attacks A FEARSOME RALLYING CRY OF THE IMPERIAL JAPANESE ARMY, “BANZAI!” MEANT, “MAY YOU LIVE TEN THOUSAND YEARS.” You may now also include airplanes in Banzai Attacks. Tanks and Artillery still cancel this ability.
U.S. National Advantages
1. Island Bases MACARTHUR’S FORCES BUILT MANY AIRBASES ON THE ISLANDS THEY CONQUERED. FROM THESE BASES, THEY COULD LAUNCH ATTACKS DEEPER INTO JAPANESE-HELD TERRITORY. When moving your air units, you may treat 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 your side controlled both island groups.
2. Chinese Divisions THE CHINESE HAD THREE HUNDRED DIVISIONS IN 1942. PRESIDENT ROOSEVELT SPENT MUCH OF THE WAR TRYING TO GET CHIANG KAI-SHEK TO DO SOMETHING WITH THEM. During your mobilize new units phase, you may place one of your infantry for free in one of the following territories if you control it: China, Sinkiang, or Kwangtung. This free unit is in addition to the group of units you just purchased.
3. Marines “SEND IN THE MARINES!” WAS A POPULAR U.S. RALLYING CRY IN WORLD WAR II. 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. Mechanized Infantry WITH ITS FLEET OF TRUCKS, THE U.S. ARMY WAS THE MOST MOBILE FORCE OF SOLDIERS IN WORLD WAR II. Your infantry have a move of 2 and may blitz as tanks do.
5. Fast Carriers THE U.S.S. INDEPENDENCE WAS THE FIRST OF NINE LIGHT CARRIERS CONSTRUCTED ON CLEVELAND-CLASS CRUISER HULLS. Your aircraft carriers have a move of 3.
6. War Economy THE US MOBILIZED ITS ECONOMY FOR WAR ON A SCALE NEVER BEFORE SEEN. EVERY RESOURCE OF THE COUNTRY WAS TAPPED FOR THE WAR EFFORT. RATIONING, WAR BONDS AND ROSIE THE RIVETER BECAME ICONIC PARTS OF THE AMERICAN CULTURE. Your cost of buying sea and air units is reduced by 1 IPC.
U.S. ADVANCED National Advantages
1. Island Bases MACARTHUR’S FORCES BUILT MANY AIRBASES ON THE ISLANDS THEY CONQUERED. FROM THESE BASES, THEY COULD LAUNCH ATTACKS DEEPER INTO JAPANESE-HELD TERRITORY. The US already moved air units to forward bases just as airfields were constructed. Your air units may land on islands you have conquered in this turn. You may not land in non-island territory's conquered in the same turn, for these, normal rules apply.
2. Chinese Divisions THE CHINESE HAD THREE HUNDRED DIVISIONS IN 1942. PRESIDENT ROOSEVELT SPENT MUCH OF THE WAR TRYING TO GET CHIANG KAI-SHEK TO DO SOMETHING WITH THEM. If either Sinkiang or China are under your control, you may treat either of these territory's as if you had an IC there. That is, you may place up to 2 units of your purchase in ONE of them. This is in addition to the 1 Infantry you get from Chinese Divisions.
3. Marines “SEND IN THE MARINES!” WAS A POPULAR U.S. RALLYING CRY IN WORLD WAR II. The Marines are now supportable by artillery, raising their attack during the first round of combat to 3 if supported by artillery.
4. Mechanized Infantry WITH ITS FLEET OF TRUCKS, THE U.S. ARMY WAS THE MOST MOBILE FORCE OF SOLDIERS IN WORLD WAR II. The same fleet of trucks could also tow field artillery quickly and efficiently. Your artillery now also has a move of 2 and may blitz as tanks do.
5. Fast Carriers THE U.S.S. INDEPENDENCE WAS THE FIRST OF NINE LIGHT CARRIERS CONSTRUCTED ON CLEVELAND-CLASS CRUISER HULLS. Your planes taking off from carriers get ONE extra movement during noncombat ONLY to land on the carrier they have taken off from. (For example, they may move 4 territories to attack somewhere, then 1 territory back to land on the carrier that moved 3 territories in this same direction)
6. War Economy THE US MOBILIZED ITS ECONOMY FOR WAR ON A SCALE NEVER BEFORE SEEN. EVERY RESOURCE OF THE COUNTRY WAS TAPPED FOR THE WAR EFFORT. RATIONING, WAR BONDS AND ROSIE THE RIVETER BECAME ICONIC PARTS OF THE AMERICAN CULTURE. Serial Production was key to the US War Economy. If you build 3 or more of the same naval or air unit in the same turn, all of them are another 1 IPC cheaper than listed. (for example, 3 fighters would cost 24 IPC's instead of 27 or 30).
now, i also messed around with the research, big time. this time around, there's actually a explanation on the sheet, it's designed to fit on two pages of double-sided print, as well. again, the BASIC research is basically the same as LHTR, but level 2 and 3 are added to this.
How weapon development works: At the beginning of your turn, you buy development dice for one or more technologies(Keep track separately). Then you roll your dice for those technologies. If you roll the correct number once or more, this technology is advanced to the next level.(0 to 1, 1 to 2, 2 to 3). In case of such a breakthrough, eliminate half of the dice you had for this technology(rounding down the remaining dice). The remaining dice(or all of them, if you did not suceed) go back to your research pool(tracked separately for all techs). You may move dice from one pool to another at a penalty of half the dice moved. If at a later turn you buy more dice for this technology, add all of the pooled dice for the roll. Even if you do NOT purchase additional dice for a pool, you may always re-roll the dice you HAVE purchased for a tech pool.
Research area finished: If you research all levels of technology in an area, you may redistribute the remaining dice between your other research areas without penalty(half of the dice, rounded up, are already removed after your success).
1. Jet Fighters Level 1: Your fighters are now jet fighters. Their defense increases to 5. Level 2: If air units are attacking or moving over one of your territorys with defending air units present, you may intercept those air units. Interception is ONE round of combat in which all air units(attackers and defenders) use their attack value, and only the air units take part in the fight(thus all casualties of that round of combat go to air units.) In defence against a bombing run, instead of intercepting, your AA Gun rolls 1 extra dice per fighter present. (Example, 2 US Bombers attack Germany. Germany has 2 fighters and an AA-Gun in Germany. Germany rolls a total of 6 Dice, 3(1 plus 2 bonus) against each US Bomber. Roll against every bomber separately. The attacker may add escort fighters to his bombers to REDUCE the number of extra dice rolled(so two fighters as escort would negate the 2 german fighters supporting the AA Gun). Escort fighters are NOT subject to AA fire. Level 3: Your fighters become immune to AA-Fire.
2. Rockets Level 1: Your antiaircraft guns are now rocket launchers. In addition to their normal combat function, they can reduce enemy industrial production, using one dice at range 3 to inflict damage. Level 2: Range increases to 6. Still only one missile can be fired per anti-aircraft-gun. Level 3: The missiles can instead be targeted at land units. Hit probability is 6 if the target is one space away from the firing AA and decreases by 1 per space. (So to hit a unit 3 spaces away from the AA Gun, you need to roll a 4 or less). Defender decides casualties, as usual. Multiple AA Guns can fire at the same territory in this way, but only one per territory may fire(and still only ONCE per turn). This attack takes place in the opening fire step, so any units hit by Rockets may not fire back during a normal combat(but you may not blitz through territories emptied by your rockets, either. It all happens during combat move).
3. Super Submarines Level 1: Your submarines have advanced radar and sonar installed. They are given the option to submerge at the beginning of combat(before the attacker rolls), unless a enemy destroyer is present. Level 2: Your submarines are now super submarines. Their attack and their defence both increase to 3. Level 3: Your submarines have mastered their first strike ability. In any naval battle during your conduct combat phase, if you have more than twice as many submarines as the defender has destroyers, any extra submarines may assign their hits as wanted, that is, you get to decide on the casualties of the defender. Roll attack dice separate for those submarines that may choose the casualties. E.g. Germany attacks UK with 8 submarines, UK has 3 Destroyers present. So 2(8 - 6) German submarines get to choose their inflicted casualty.
4. Long-Range Aircraft Level 1: Your fighters are now long-range fighters, and your bombers are now long-range bombers. Your fighters’ range increases to 6. Your bombers’ range increases to 8. Level 2: Airlift, during your noncombat move, your bombers may transport 2 infantry or one other land unit if they did not take part in combat this turn. They don't have to land in the territory they are transporting units to. Level 3: Paratroopers. In combat move, your bombers may take up to two infantry with them(these Infantry must begin their turn in the same territory as the bomber.) and drop them off in a territory you can reach with your bomber. These infantry attack on a 2 during the whole combat and the bomber may take part in the attack as normally. You can not retreat ground units from such an attack.
5. Combined Bombardment Level 1: Like battleships, your destroyers now can conduct bombardment during an amphibious assault. (Their attack is 3.) Level 2: Your Battleships and destroyers may take part in a naval battle and still support an amphibious assault with coastal bombardement afterwards. Level 3: Even after the initial assault, the long-ranged Battleships provided suppression fire against the defenders. For every battleship supporting an amphibious invasion, one defenders roll is reduced by 2 during the whole combat. (Defenders choice, he assigns a number of units every combat round equal to the number of battleships supporting the invasion)
6. Heavy Bombers Level 1: Roll 2 Dice in combat. Use the better one. Level 2: Torpedo Bombing. If your bomber takes part in a naval battle, you can hit twice if both rolls hit and add up to less than 7.(e.g. 2 and 4 is 2 hits, 3 and 4 is only one.) Level 3: Precision Bombardment. If your bombers hits in land combat, you get to choose the casualty. If you choose a fighter while there are other units left, this fighters defensive fire is aimed at the bomber(that is, you don't get to choose the casualty yourself, but have to take the bomber as loss if the fighter hits during the return fire step of combat. Note this ability does NOT work during naval combat.
Summary: All in all, we found it to greatly improve the game. Adding a second layer to the National Advantages not only allowed to balance them out slightly, but also to add more strategy to choosing them, the fact they are introduced slowly, also adds another level of depth, as you get to react to whats happening? Lost all those subs as germany? forget about further upgrading the sub-related NA's, Japan too strong in the pacific? Ignore Island Bases for now...it feels a lot more dynamic. As for the technology, basically all high-level plays i saw before omitted technology, it cost too much for too little chance at getting something. Here, tech got bought on a REGULAR basis in our games. Not only would it stay with you until you get something, but could even last you longer than that(2 dice bought in R1, may eventually give you 2 improvements on that tech, with enough luck)...while it STILL is somewhat a question of luck as to wether you get a breakthrough or not, especially germany and the US really get to play a tech-game here...with Japan and the UK having technology become a valid option at least...as said, it was fully tested for a long time, a few slight changes were introduced to a final german version that are not represented here, but this version also was not fully tested yet...(for example, it includes changes to the "Fast carrier" e.g....where the basic upgrade reduces carrier defense to 1, but lets them take 2 hits in defense(like a BS), and advanced upgrades their defense to 2 and allows them to also take 2 hits on offense, or changes to colonial garrison or enigma decoded...all of which need more playtesting though)...what is offered here is a long-tested and basically balanced variant of the ruleset that gave us(and a few other local gaming groups) a lot o