This is not complete and i don’t believe in the viability of a “Stalingrad” because to include that is too much 1942 and we already got that. Its not useful to make a scenario thats just before and after one battle.
This setup is July 1943, but i suspect is actually earlier because Torch has landed and the Axis are still in Africa ( they were swept out in march 43) so this is a period of feb 1943 actually.
I have not playtested it yet
http://www.mediafire.com/?ygh5yjyn2ng
BY this time the following get these techs as follows:
Improved artillery- each art may now support 2 inf to attack at 2 ( Soviets, Germans)
Rockets- Your antiaircraft guns are now rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase each turn, each of your antiaircraft guns can make a single rocket attack against an enemy industrial complex within 3 spaces of it. This attack does 1d6 damage to that complex. ( Germans on turn 3)
Paratroopers
Each of your bombers can act as a transport for up to one infantry, but it must stop in the first hostile territory it enters during a turn and drop off the infantry, ending its combat movement. The bomber may still attack during the Conduct Combat phase, but it cannot make a strategic bombing run in a turn that transports an infantry unit. The infantry unit may retreat normally to a friendly adjacent space during combat. ( Germans, USA)
Increased Factory Production
Each of your industrial complexes can produce two additional units beyond its listed IPC value. For example, Germany with 10 IPCs can now produce 12 units. Also, when repairing a damaged industrial complex (removing damage markers), you can remove two damage markers at a time for the cost of 1 IPC (half price). (Germans, USA, Soviets)
War Bonds
During your income phase, roll 1d6 and collect that many additional IPCs. ( USA)
Mechanized Infantry
Each infantry that is matched up with a tank can move two spaces along with the tank. ( Germans, USA, Soviets)
Air/ Naval
Radar- Your antiaircraft gun fire now hits on a 1 or 2 instead of just a 1. ( UK USA)
Long-Range Aircraft
Your fighters are now long-range fighters and your bombers are now long-range bombers. Your fighters’ range increases from 4 to 6. Your bombers’ range increases from 6 to 8. ( USA Japan)
Heavy Bombers
Your bombers are now heavy bombers. You roll two dice for each bomber when you attack or make a strategic bombing raid. On defense, your bombers still roll only a single die. ( USA on turn 4)
Shipyards- cheaper naval costs (minus one SS, TRS, DD, minus two CA, CV, BB) ( Japan, USA)
Improved Shipyards
Your sea units are now cheaper to build. Use these revised costs.
UNIT……IPC COST
Battleship…17
Aircraft Carrier…11
Cruiser…10
Destroyer…7
Transport…6
Submarine…5
Super subs- The attack value of your submarine is now 3 instead of 2. The defense value of your submarines remains at 1.
( Germany on turn 4)
Jet fighters- The attack value of your fighters is now 4 instead of 3. ( Germany on turn 3)