Here is an R&D / Advantage system that will give nations a chance to gain a technology / super weapon during their turn.
Here’s how it works…
During their collect income phase, each eligible nation may draw a card from the top of the “Fortunes of War” deck, if that card’s national symbol belongs to the nation drawing the card, that nation immediately gains that advantage. wether a nation is successful or not, the FOW deck must always be shuffled before the following nation draws the next card. There are 2 cards in the deck for each strategic advantage, and 3 for each strategic advantage listed under “All Eligible Nations”.
STRATEGIC ADVANTAGES
Here are the available strategic advantage cards for each nation:
GERMANY:
Enigma
German submarine units now attack at 3 or less, and receive 3 dice each when disrupting convoys.
Blitzkrieg
Each German mechanized infantry unit may now blitz alone, and transport an artillery unit up to 2 spaces during their combat movement, or non-combat movement phase.
Dora
Germany may bombard an enemy territory or hostile sea zone during each combat round @3 or less, provided the battle contains at least 1 German unit, and is adjacent to a German controlled territory in Europe.
V-Rockets
Germany may launch a rocket attack from each operational airbase under German control, towards an enemy facility up to 4 spaces away. Germany rolls 1 die per rocket causing that amount of damage to the targeted facility +1, provided it can survive all SBR defences (interceptors and built in AA guns).
Soviet Union
Tankograd
All Russian ICs now have a non-combat movement value of 1, and may now produce tanks for 1 IPC less.
Russian ICs that have made a non combat movement may still build units during their place new units phase. Also, Russian ICs must be fully operational in order to move, and two ICs may never occupy one territory at the same time.
Trans-Siberian Railway (void with loss of capital city)
Any number of Russian infantry units, artillery units, and/or AA artillery units may now move from Russia to Novosibirsk, Timguska, Yenisey, or Yakut S.S.R within a single non-combat movement, provided the line to their destination is not broken, the destination is under Russian control, and the movement originated from Moscow.
R5 - Japan
Long Lance Torpedos
All hits from attacking Japanese destroyers must be applied to enemy capital ships first.
Tokyo Express
Japanese destroyers may transport one infantry unit each provided they are offloaded on to Japanese controlled Islands. Also, all Japanese infantry units on Islands now defend @3 or less.
Banzai Attack
For the 1st combat round only, all Japanese Infantry units attack @2 or less, and @3 or less when supported by artillery (mechanized infantry units non applicable).
Super Submarines
Japanese Submarines perform as normal, however, they may now carry 1 fighter each (all aircraft carrier rules apply, however, tactical bombers may not be used, and super submarines do not block enemy naval movements).
United States
War Bonds Campaign (void with loss of capital city)
America now rolls 2 dice every round during their collect income phase, and may collect that amount in additional IPCs +1.
Uncle Sam Campaign (void with loss of capital city)
America now receives 3 free infantry units every turn during their place new units phase.
Super Fortresses
When American strategic bombers attack (weather in a battle or SBR), they now receive 2 dice each and the attacker may select the best result. Also, American strategic bombers now hit at 2 or less when defending against interceptors, and are now immune to built in AA guns during SBRs.
Essex Class Carriers
All American aircraft carriers now have an attack value @2, and their maximum capacity has now increased to 3 air units.
United Kingdom
Around the Clock Bombing
All British strategic bombers departing from an operational airbase may now conduct SBRs on America’s turn as well as their own. Also all American strategic bombers departing from an operational airbase may now conduct SBRs on Britain’s turn as well as their own.
Commonwealth
Commonwealth Aid
All units (except infantry) produced by original minor ICs in Canada, and Sydney (as well as South Africa if playing option #2) are now 1 IPC cheaper (compounded if the Commonwealth has the Modernized Shipyards advantage).
All Eligible Nations
Airborne Assault Troops
Up to 2 infantry units from a friendly operational airbase may attack an enemy territory up to 3 spaces away, provided that territory is also being attacked by land units coming from an adjacent territory, or sea zone.
Airborne Assault troops may not retreat once deployed, or be supported by artillery units during the resolve combat phase. The territory under attack must contain at least 1 enemy land unit, and the attacking force must have air superiority (meaning they must have equal to, or more air units attacking than the enemy has defending).
Long Range Aircraft
The movement value of all air units has now increased by 1.
Radar (void with the loss of both London and Calcutta)
All British interceptors, AA artillery units, and built in AA guns now defend @2 or less. Also, operational airbases may now scramble up to 4 fighters to defend adjacent sea zones.
Modernized Shipyards (void with loss of capital city)
Sea units are now cheaper to build:
Battleship = $17
Aircraft Carrier = $13
Cruiser = $9
Destroyer = $7
Transport = $6
Submarine = $5
Espionage (void with loss of capital city)
Once drawn, this card will allow that nation to draw again and immediately gain that advantage.
PROGRESSIVE ADVANTAGES
During their collect income phase, all eligible nations will make a progress roll using 1 die. when a nation reaches a total of 25 progress points, their designated “Progressive Advantage” will immediately become available (or effective). To track this progress, players shall place their progressive advantage card face up on the table, and than stack chips on it in the amount of progress points achieved throughout the game rounds. Nations may not make progressive rolls during turns in which their capital is under enemy control.
The progressive advantages “Russian Winter”, “Manhattan Project”, “Flying Tigers”, “Diplomacy”, and “Kamikaze Honor” are advantages that have a special one time effect, therefore, they will become effective again if the Soviet Union, United States, China, United Kingdom, and Japan can reach 25 progress points a second time (progress points gained from one roll exceeding 25 will carry over and count towards the next 25).
Here are the Progressive Advantages available, and the eligible nations assigned to them:
Germany
Jet Fighters
All German fighters now attack at 4 or less, they also intercept and escort @2 or less.
Soviet Union
Russian Winter
Russia rolls 2 dice, and Germany must remove from original Russian territories that many infantry units +1.
Japan
Kamikaze Honor
All Kamikaze tokens are reloaded to 6, and now hit @3 or less. Also, Japan may now use kamikazes to attack in designated kamikaze sea zones as well as defend.
United States
Manhattan Project
America chooses an enemy capital and may then roll 3 dice to damage the IC, 2 dice to remove IPCs, and 1 dice to destroy units on that territory (enemy chooses which casualties to remove).
China
Flying Tigers
China will receive one free fighter during their next place new units phase, but only if they control at least 1 of their original territories.
United Kingdom
Diplomacy
The United Kingdom may declare that 1 strict neutral territory of their choice, is now a pro-Allied nation.
France
Viva La France (control of Paris is not required to gain this advantage)
During each place new units phase, France may build 2 free infantry units on any original French territory or territories they still control, or original French territory or territories occupied by their Allies.