I use them in my game but not G40. Have tweaked them over the years. You roll for 2 each country and use whole game. If you want I can post my chart.
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Hey, we need some national advantages/ more techs :-D. Please submit ideas :-D.
Here are some of my ideas:
1. Italy can buy surface warships at 2ipcs cheaper than regular.
2. Germany can buy subs at 4-5 ipcs. Depends on German starting income.
Can yall please come up with at least 1 per country. PS: Not everybody has to, just at least 1 person.
Conscription for Russia.
Russia may buy 3 inf per turn at 2 ipcs instead of 3.
This belongs in the House Rules thread
Soviet National Advantages
1. Russian Winter
_The Soviet Union’s strongest ally was its climate. General Winter stalled the Germans enough to save Moscow from utter destruction._Once during the game in your collect income phase, you can declare a severe winter. Until the end of your next turn, Axis units in Russian territories defend and attack at -1 to their actual value (to a minimum of 1). Axis tanks may not blitz during winter conditions.
2. Red Army Conscription
The Soviet Union’s most valuable asset was its vast manpower reserves, conscription got men to the front lines, but didn’t guarantee success.
Once per game, at any time, the Soviet player may declare he is beginning a mass conscription. During the next Soviet “purchase units” phase, infantry cost only 2 IPCs, provided that only infantry are bought this turn.
3. Mobile Industry
In response to the rapid German success on the eastern front, Soviet manufacturing was moved east, inching closer and closer to the Urals.
Your Minor factories each may move 1 territory during your non-combat 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 Factory and its new territory at the start of your turn. Factories may not be moved into territories that were not originally controlled by the Soviet Union. Major Factories may split into two minor factories following the same rules as above.
4. Chinese Communists
Though relations with the Chinese Communists were tense, the global communist agenda required a measure of cooperation…at least for the time being.
During the place units phase, Russia may mobilize one infantry unit a turn in any Chinese controlled territory.
5. Katyusha Rockets
The Soviets were able to supplement their artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for any lack of accuracy.
When attacking, Artillery and the infantry they support re-roll any die that fail to hit on the first round of combat.
6. Trans-Siberian Railway
The Trans-Siberian Railway ran across the continent of Asia, providing the Soviet Union with unmatched mobility across this vast and rugged terrain.
In the non-combat move phase, your infantry, antiaircraft guns, and artillery may move 3 territories per turn only among these territories: (TERRITORIES TO BE NAMED LATER).
German National Advantages
1. V-1 Rockets
The V-1 or Vengeance rocket was Germany’s answer to allied bombing. An unmanned flying bomb was a terrifying new concept and it struck fear in the English. This served as a precursor to the even deadlier V-2 Rocket.
German controlled air bases may serve as launch points for V-1 rockets. They fire exactly the same as the rockets breakthrough however they may be intercepted or targeted by AA.
2. Atlantic Wall
Stretching from Spain to Denmark and even to Norway the German Military made use of extensive defensive fortifications to keep the western allies off the continent.
During any amphibious assault your Infantry and Artillery defend on a ‘3’ during the first round of combat. Also, Germany gets a free AA Gun in any territory it controls during Setup.
3. Panzer Blitz
The Panzer corps was one of the most feared forces of the war, primarily for its mobility and efficiency.
If your attacking forces destroy all defending units in a territory in one cycle of combat; or, if no combat was necessary, any surviving tanks in the attacking force may move 1 territory during the non-combat move phase.
4. Wolf Packs
German U-Boats were trained to hunt in packs, and did so with shocking regularity throughout the Atlantic.
If an attack consists of at least two German submarines the anti-submarine abilities of any allied destroyers present are ignored on the first round of combat.
5. German 88’s
The 88’ was an almost perfect anti-aircraft gun, but it found a more fulfilling role pointed towards the horizon, annihilating allied tanks from distances thought impossible at the time.
Rolls of ‘1’ from German artillery must be assigned to enemy armor if present. On originally controlled German territory, rolls of ‘2’ are also assigned to enemy armor if present.
6. German Scientists
Germany prided itself on being the most technologically advanced army at the start of the war. It was in their interest to see this trend continue into the latter stages of the war.
Germany may make one roll for tech for free (or one more additional roll) if it currently satisfies the conditions of a National objective. In addition, German tech rolls always cost 4.
British National Advantages
1. Night Bombing Raids
Due to their inability to provide fighter cover for their bombers the British used the darkness to their advantage, though this proved detrimental to their accuracy.
British bombers may choose to conduct a night bombing raid. The strategic bombing run may not be subjected to the “interceptors” rule but may still be targeted by AA guns as normal. In addition, strategic bombing raids conducted in this way roll two dice and choose the lower result. Heavy bombers roll one die only.
2. Joint Strike
The most powerful strike of the war was in 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 British turn, you may declare a joint strike. That round, you complete your turn as normal, except you must skip your combat move, and conduct combat phase. You may conduct non-combat moves as normal. On those phases of the U.S. turn, the U.S. Player uses your units in his or her combat move, and conduct combat 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. A joint strike may not be called off once it is declared.
3. Enigma Decoded
The cracking of the German ‘Enigma Code’ by the British offered the allies an ace up their sleeve that could turn the tide in a key battle; however Germany would likely change its codes shortly thereafter.
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 an empty sea zone or 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. Technology Sharing
The United States and United Kingdom exchanged technology and techniques that combined to create machines that were more than the sum of their parts. The P-51 Mustang combined a British Engine with an American body and resulted in one of the most survivable and maneuverable fighters of the war.
During the research and development phase, the UK and US players may re-roll as many dice as the other player has breakthroughs. (If the US has made 3 breakthroughs, the UK may re-roll 3 of its dice, if it elects to roll that many)
5. The Sun Never Sets on the Empire
With possessions and holdings around the globe the United Kingdom was held together by a chain of bases, each filled with men ready to protect the crown’s possessions.
The United Kingdom may mobilize one infantry per turn at a port, airbase, or victory city that it controls. One infantry may be mobilized in Europe, and one may be mobilized in the Pacific.
6. The Great Liberation
The United Kingdom was safe harbor to the exiled governments of multiple nations under axis domination, these oppressed peoples were eager to help the war effort, if given the chance.
The first time the following territories are captured by the Allies, place one UK infantry there: Norway, Denmark, Belgum/Holland, Yugoslavia, Greece, and West Poland. If the UK is the power that captures one of these territories, place UK infantry equal to the IPC value of the territory there.
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.
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.
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