That last post was getting a bit long. I figure most of my ideas you can figure out pretty simply. I’m going to try giving a little more info on some of them:
#8 Long Range Artillery = I came up with this before we had artillery pieces. I imagine you could also call it V-1 attacks, Rocket barrages, etc. Basically, it works like an offensive AA Gun mixed with the shore bombardment of BBs and CAs. For each defending unit in a targeted territory, you roll a dice. Each role of 1 is a hit and that unit is placed behind the casualty strip. It’s just a one-time shot. Then the rest of the battle proceeds as normal. You can only use one AA gun artillery attack on any territory and each AA gun can only barrage one territory per turn. However, if you have more than one AA gun within range of more than one attacked territory, they can each fire at different territories. Range is 3.
#9 Paratroopers = Now the game actually has this development. My transports were bigger because you could carry tanks with mine. I think the current ones only allow infantry. If a bomber is used as a transport plane, it can not be used as a bomber in the same round. Also, if the attacked territory has an AA gun, the transport plane can be hit and destroyed but the paratroop units will still participate in the battle because they are considered dropped before the AA fire.
#12 Nuclear Warheads = This happens BEFORE the regular combat move. There are three ways to deliver your H-Bombs; by bomber which can be shot down by AA guns in which case you lose your precious H-Bomb, with Special Weapon #2 Rockets which have a range of 3 with no defense against them, and with Special Weapons #2 and #16 ICBMs. These have unlimited range and no defense. To employ a nuclear bomb, role a 20 sided dice and call evens or odds. If it comes up as called, all defending units in that territory are immediately destroyed and that territory becomes a radioactive dead zone that is owned by NO country. The country being nuked loses the IPC value of that territory and it can not be entered by anyone for ONE full round (basically, the attacker’s next turn). If the nuked territory was a country’s capital, then that country follows the same rules as if their capital was captured by an enemy power, except the IPCs on hand are not handed over to the attacker, they are simply lost.
#10 Radiation Protection Gear = This allows the nation using it to ignore the 1 full round waiting period after a nuclear attack. You can enter a nuked territory and gain the IPC value of that territory, or liberate it for an ally. If you have both Nuclear Warheads and Radiation Prot Gear, you can blast a territory and immediately claim it. If the blasted territory is an enemy capital, you can gain the IPC value of the territory but you DO NOT get to plunder the IPCs on hand. Those are destroyed by the nuclear blast.