- Definitely Vichy France rules… its retarded that Germany will have to physically take over all of France first two rounds AAE40… Where are the French collaborators when you need them???
- SPIES!!! Each side gets one spy, which at the beginning of each round they write down on a piece of paper which side it is currently spying on (can be your allies as well! (RED SCARE!!! :-o Russian spies in America!!!)). This paper is hidden from other players until a side finally discovers a tech. After a player discovers a tech, the other players who picked that side to spy on this round get to roll a die… On a 1-2, the spying player successfully steals the technology and the power it works for gets the tech for free! On a 3-6, the spy is caught and no free tech… Regardless of whether the spying was successful or not, ANY power rolling for spying on a recent tech discovery CANNOT spy on the same power the following turn! (It takes time to set up a new plant…) They may spy on any of the OTHER powers, however, the next turn. Two turns after spying on a recent tech development, that power can spy again on anybody.
This addition should definitely add some flavor and intrigue to the otherwise random boring tech rolls! It may actually work out to a powers favor to wait until another power has several tech dice going at the same time, since the die rolls are cumulative! (It should also speed up tech development.)
- Atom bombs!!! Jesus, two dice on every bomber, and that’s it? It works great if you have 5-10 bombers ready to go, otherwise it might be too late to use in combat. Needs to be rebalanced, and be expensive to deploy each round for each atom bomb attack. America only built two atom bombs for WWII, two separate designs, one with uranium and one with plutonium, AND THAT WAS ALL THEY HAD AT THE TIME, A-BOMBS DO NOT GROW ON TREES… AA games are not very realistic in this sense.
Make each bombing attack cost 10 IPCs, which is bought at the purchase units phase; the side then places a bomb token at any of their ICs, which has to be transported to the bomber performing the attack either by transport or ferried by other bombers. This A-bomb must be protected, if an enemy player takes a territory with a bomb on it before it is used it can be captured by the opposing player. An A-bomb is used in SBRs by rolling three dice unless shot down by aa gun; an A-bomb used in combat rolls 1 die, that is the number of enemy units it wipes out (up to 6 hits)! Should be uber powerful enough, and not really too game unbalancing; regular munitions did FAR more damage to Japan and Germany SBRing than A-bombs ever did! Tech should either be a game changer, or used in a final killing blow!
- Baltic Sea entrance should be like the Suez Canal or Panama; Allies have to take both Norway and NWE to send naval units into the Baltic! Germany had mined the hell out of the entrance; the Allies didn’t even get a working port in Western Europe until 1945! The Baltic fleet should only be vulnerable to Allied aircraft attacks, which it was vulnerable to, historically.
I guess that’s enough to keep me wanting to play an ultimate game, for now.