• 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 may participate in combat that round

    2.  Zero Aces
    Japanese pilots had been at war in China for almost 5 years gaining valuable experience, combined with the potent aircraft the “zero” it proved to be a deadly combination. However, as the war dragged on and pilots were lost the experience went with them.
    Set aside six fighters of your choosing during set up and instead place them with suitable markers beneath. (The Kamikaze tokens should suffice). These six fighters operate exactly as normal fighters; however they re-roll misses when attacking and defending. Zero Aces can not be replaced; once they’re gone, they’re gone.

    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.  Long Lance Torpedoes
    Japanese torpedoes packed more of a punch than their allied counterparts and had longer range as well. The threat of a Japanese torpedo attack was an ever present danger; allied sailors learned well that Japan was deadly below the waves as well as above.
    If a Japanese submarine hits on the first round, it gets to take another shot. Destroyer “Anti-Submarine vessel” does not effect this submarines first or second shot.

    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. On originally controlled islands they defend at 3 during all rounds.

    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.  Remember Pearl Harbor
    A frequent rallying cry in the United States reflected the critical importance of the naval base at Pearl Harbor. This important location served as a hub for American units on their way deeper into the pacific.
    After the United States is at war with Japan, the US player may place one air, sea or land unit at Hawaii if it is still controlled (or sea zone 26) during its place units phase if there are no axis ships in sea zone 26. You may place an air unit and a sea unit and a land unit.

    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.
    When rolling for technological breakthroughs, the United States achieves a breakthrough on 5’s also. This can result in two breakthroughs achieved a turn if the US player rolls a 5 and a 6.

    3.  Marines
    Amphibious assaults were commonplace for American forces, none were better than the troops of the USMC.
    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.  Army Corps of Engineers
    Behind the front lines the United States built infrastructure networks that served the G.I.’s in ways they took for granted. Fuel, food and ammunition shortages were rare for the U.S. army all thanks to the network of bases built by the Corps.
    US Industrial complexes, air bases, and naval bases each cost 5 IPCs less. The US player may construct air bases and naval bases on friendly territories if there is a US infantry there.

    5.  Resilient Carriers
    The American carriers of the war were equipped with state of the art firefighting equipment and thicker decks, making them all the much more durable.
    American Carriers can sustain 3 hits before they are sunk. After the first hit, the carrier can only hold one plane, mark it with a damage counter beneath, after a second hit the carrier can hold no planes, and is reduced to a move of “1” and a defense value of “1”.

    6.  B-29 Super-fortress
    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 5 IPCs; however their defense is reduced to ‘2’ if the attacking force contains tanks.

    2. Axis Allies
    Though Spain never officially joined the war, Spanish fascists volunteered for both the German and Italian armies. Diplomats had approached Spain on the issue of joining the war but were met with reluctance. Had luck favored the axis slightly more, Spain may have entered into the axis willingly.
    Italy receives a free infantry at the end of its turn to represent Spanish volunteers if it achieved a national objective this turn. If Italy and Germany achieved a combined 5 national advantages by the end of an Italian turn then Spain (and all its possessions) joins the war as an Italian controlled territory.

    3. Axis Cooperation
    Though Italy was looked upon as a junior partner in the axis, in the Mediterranean Italy was the leader, sometimes the chagrin of the Germans of the Afrika Corps.
    German and Italian units can use one of each others transports in their non-combat move phases as long as the movement is only made in the Mediterranean.

    4. Strike Cruisers
    Italy’s large navy was supported by only a few naval bases, the cruisers in the fleet were built with endurance in mind.
    Italian cruisers may do not need to begin their turn at a friendly port to move +1, They need pass through or end their turn in a sea zone supported by a friendly naval base. Italian cruisers may also escort a ship of lesser value at 1:1 that can accompany it during this move. (This move may include moving 3 to a friendly naval base from open water)

    5. Italian Frogmen
    The Italian navy was notorious for launching frogmen attacks on allied ships in port. Though they rarely sent ships to the bottom of the ocean, they created panic and disorder at allied naval bases.
    As long as Italy has an operational port it may launch frogmen attacks once per turn during its purchase units phase. Choose an enemy in contact with the Mediterranean and roll a die. 1, 2, or 3 is dealt in strategic damage. 4, 5, and 6 damages a ship if present. A battleship or aircraft carrier becomes damaged (allied player(s) choose which ship)

    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 during the Italian turn, 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.


  • Minor Allied National Advantages
    1. French Foreign Legion
    The tradition of the foreign legion persisted throughout the war; though they had to rely on the support of the other allied powers these soldiers fought the axis valiantly.
    If France does not control its capital then the western allies may purchase units for France. The US and UK players may roll a die during their purchase units phase and spend that much of their IPCs on French land units this turn. The unit(s) is placed in either England or any territory controlled by France that contains at least one other allied unit.

    2. Vive le Resistance!
    Though the French government had capitulated, its populace resisted occupation. Covert actions and clandestine operations harried the German war effort in western Europe.
    Two facilities controlled by Germany in France (industrial complex, port, airbase) take one point of strategic damage during the French turn. If a French unit kills a German unit during the French turn then roll for how much strategic damage each of these facilities suffers.

    3. Tenacious Defense
    _ANZAC forces often found themselves in far flung locales, often with little to no support. When alone these forces fought on to the bitter end, knowing they might never see home again spurred them on to acts of true courage._If there is only one ANZAC unit present in combat (even with other allied units) then that ANZAC unit requires 2 hits to destroy and defends at +1.

    4. Bushwhackers
    The Australian New Zealand corps were made up of tough men who could handle themselves in the outback. So much so that practically every one on the islands was capable of soldiering in at least some capacity.
    ANZAC infantry can be mobilized in any originally controlled ANZAC territory with an IPC value. The first time Japan attacks an ANZAC territory with an IPC value, place that many ANZAC infantry there.

    5. Unforgiving Wilderness
    China in the 1930’s and 40’s was hardly mapped, let alone industrialized. Japanese forces found it difficult to get deep into china without getting bogged down.
    Axis tanks may not blitz in China, they may still move 2 spaces normally. Only two axis aircraft can land in a Chinese territory that is worth only 1 IPC may not

    6. Peasant Army
    The Chinese military was not a professional army and even divisions would evaporate when attacked by a superior force. These divisions were still there of course, no longer defending the front lines but defending their homes.
    After a round of defensive combat, Chinese forces may choose to disperse. At the end of a round, if Chinese infantry remain, one may be converted back into IPCs. This can be done each round as long as there are Chinese infantry present.


  • /thread, lol.


  • Yea, im kinda proud of these


  • And they look good from a first glance perspective.

  • '18 '17 '16 '15 Customizer

    @oztea:

    Yea, im kinda proud of these

    Have you played with these before? I like most of them. Some I feel I need to consider more before agreeing to use, because they allow for, well, some very powerful advantages. I guess if every nation has different ones, it could all even out. But I was wondering if you had found any to be “game changers” at all… when, and if, you played with them.

    Also… do you guys typically roll for a certain number of National Advantages… like “roll three dice and those numbers are the ones you get.” Or do you typically play with all of them?


  • Roll a die….you get that one
    Roll two more dice, pick one of the two rolled.

    I have not played AA 40 with these (obviously) but I intend to.
    I have played AA 50th with 75% of these at one time or another.

    They are NOT for compeditive games. They however do add DRAMATIC ammounts of flavor to the game…

    People always write house rules that give a power a speical rule…well here are 6 for each nation, and you get them randomly.

    I think NA’s are the single easiest way to improve the game without showing favor to one side over the other. You get random NA’s…deal with it, do the best you can.

  • '18 '17 '16 '15 Customizer

    @oztea:

    Roll a die….you get that one
    Roll two more dice, pick one of the two rolled.

    I have not played AA 40 with these (obviously) but I intend to.
    I have played AA 50th with 75% of these at one time or another.

    They are NOT for compeditive games. They however do add DRAMATIC ammounts of flavor to the game…

    People always write house rules that give a power a speical rule…well here are 6 for each nation, and you get them randomly.

    I think NA’s are the single easiest way to improve the game without showing favor to one side over the other. You get random NA’s…deal with it, do the best you can.

    Yeah, I agree. I remember them in AA Revised. I thought they were pretty cool, even though we didn’t quite understand how to use all of them at the time. Typically my group does not play tournament style, in competition… so we’d use NA’s more often than not. We haven’t used them since we played AA Revised, just because they aren’t in the rule books.


  • Very creative.


  • Right, good NA.
    I already used some of them but I think I will add German Scientist.
    I like this one!

    For the brits. I added in my game some new N.A like British run away & smoke screen.
    For USA: The seebees and Naval shipyard & Carrier auto repair
    For China: Chinese partisan.


  • We have a ton of House Rules but the one I REALLY like for Russia is “Russian Winter”.  I saw it here but we use it a bit differently.

    Russian Winter - Once per game, in the Soviet Collect Income Phase, you can declare a severe winter.  Until the start of your next turn, enemy units may not move into or out of Soviet territories.

    This is a great card to pull especially if you have someone who commits to much into USSR without proper backup.

    Brian


  • These looks kinda familiar, but they are great.


  • I’m new to AA with anything other than the original pieces.  I started doing NA’s and Double Blind and different Technical Breakthrough’s about 10 months ago.

    The Russian Winter card I described if from a guy who probably frequents these forums.  Don’t know his screen name though.


  • :-D these are all very good ideas any more?? i am using alot of them

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