Coming in without reading every page, just thought I would give my 2 cents in red bold.
1.a) Expanded ANZAC (The Commonwealth Dominions). Includes ANZAC, South Africa and all of Canada. Capital remains Sydney. The IC on Sydney is changed to a Major IC.
1.b) A ‘united’ United Kingdom, UK income is no longer split between India and London. The IC on India is changed from major to minor. Capital is London.
Interesting…… simple yet very dynamic changes. Might be worth trying out.
2. Enhanced AAA. AAA now acts as a normal unit outside of AA rolls. They no longer are restricted to non combat moves and attack/defend at 1/1. No changes to AA rolls. AA rolls are defense only (# of dice rolled does not change from OOB) AAA price remains at 5. See # 5 for more. OK
3. Enhanced air units. a) Fighters cost 8, attack/defend at 2/3. Don’t understand how an attacking fighter is equal to a defending infantry. If my squad was in the open against a fighter… we would be screwed.
b) Tac bombers cost 10, attack/defend at 3/3, no change to combined arms rules. Does not SBR
c)Strategic bombers cost 12 attacking/defending at 4/1, SBR as per OOB rules (no change from OOB)
-No changes to range or carrier/airbase rules of any air unit.
-All air units have an air combat value of 1, except fighters on defense at 2.
-Only strategic bombers may SBR, only fighters may intercept/escort on SBR
4. Enhanced air combat (land combat only). New scramble option, a defender may scramble air units into a 1 round air defense battle vs incoming air units, the scrambling air units must be in the territory being attacked. (cannot scramble from adjacent territory). Strategic bombers may not scramble. All air units roll simultaneously. All air units roll 1 dice hitting on a 1, except fighters on defense hit on a 2 or less. The hits are totaled for each side and divided by 2 (rounding down). AAA units also fire during this round. AAA roll AA dice on defense only as per current OOB rules. Remove casualties before continuing to normal combat.
–Example, attacker rolls for 13 planes. Records 5 hits. =2 adjusted hits
-----------Defender rolls for 8 planes. Records 3 hits. Also rolls for 2 AAA (6 dice) and records 2 hits. =3 adjusted,combined hits (1 for planes +2 for AA dice)
-------------Attacker removes 3 planes (chooses own casualties), defender removes 2 planes. (also chooses own casualties) Sorry, I just find a lot of this unnecessary, I understand the desire to give defending air units in a territory with an air base some kind of scramble advantage, however, one of your overall goals here is still simplicity. I would replace all of this with… fighters defending a territory with an airbase may roll one free round of defense before all other land combat begins. Attacker chooses and automatically removes their casualties before conducting their first round of combat.
5. Enhance naval units. a) Cruisers cost reduced to 11 IPCs. Bombards at 4. Units hit by bombardment return fire at -1(with 1 being lowest) OK, but don’t like the return fire because realistically, a landing happens after bombardment… so there’s nothing to hit while getting bombarded.
b) Battleships cost reduced to 18 IPCs. Same bombardment rules as cruiser.
c) Aircraft carriers cost reduced to 14 IPCs.
d) Transports cost reduced to 6 IPCs. Transports, when empty may move 3 spaces during noncombat move only. Good… and how about carrying 2 infantry + 1 other unit when launching from a naval base and dropping all within the same phase.
No transport may move 4 spaces under any circumstances
e) Transport ‘evasive maneuvers’, each transport caught undefended by an attacking warship or plane may roll 1 dice.
-A roll of a 1 is a successful evasive maneuver, and that transport is removed from battle and placed back on the
gameboard, a transport that evaded an enemy attack while undefended may not unload units until its next turn. Transport evasive rules are good, I would bump the successful roll to 2.
6. Enhanced Armor. For every single tank purchased, a second may be purchased for 4 IPCs. Both tanks must be mobilized in the same territory on the same turn. For example 2 tanks cost 10, 3 tanks cost 16, 4 tanks cost 20, 5 tanks cost 26, etc. If a nation purchases 2 tanks, but is going to mobilize them in different territories then the cost of both tanks remains 6. …An easier explanation with the relatively same effect is… tanks cost $5 each when more than one are purchased and placed on the same complex. Ex: Russia purchases 4 tanks for $40 and places 2 in the Ukraine and 2 in Leningrad. Ex: Russia purchases 2 tanks for $10 and 1 tank for $6, places 2 in Leningrad and 1 in Moscow.
7. Scorched Earth. At the beginning of a powers turn, that power may damage any facility he or she sees fit up to the maximum damage that facility may take per OOB rules. Any damaged facilities in this new phase are treated as if they were damaged before said players turn, and all rules regarding damaged facilities apply OOB. So you cannot ‘have your cake and eat it too’. That it you cannot damage your naval base and then repair a battleship. Good Rule
8. Enhanced Lend Lease. During the US or UK research and development phase the US/UK may purchase lend lease tokens for 5 IPCs each. (Place a Soviet control marker to represent each token on Wash DC for USA and London for UK) During Russia’s research and development phase they may attempt to cash in any number of these in by rolling one dice for each token. The token is destroyed on a roll of 1, delayed atleast one turn on a roll of a 2 or 3. On a roll 4 or higher the Russian player may pick any of the following; A fighter in Amur, 2 Infantry and a mech infantry in Archangel or +10 IPCs if the allies control a series of connected territories from Persia to Russia. The territories must be under Allied control at the beginning of its turn (Soviet controll in the case of Amur and Archangel). The tokens are not redeemable if there are any non Soviet allied units in any original Soviet territory. If London or DC is overtaken by the Axis any tokens there are destroyed. Not sure how I feel about all this, seems like there’s a better way to represent Lend lease…and Germans should get new convoy disruption rules for the zone off Norway.
9. Enhanced Air/Naval bases. Cost reduced to 12 for both. OK
10. Nuetral blocks. If the axis attack a neutral territory, all the neutrals in its block immediately become allied friendly. Same if reversed.
south American block Venezuela, Columbia, Ecuador, Peru, Bolivia, Paraguay, Uruguay, Argentina, Chile
European block Portugal, Spain, Switzerland, Sweden, Turkey, Rio de oro, Portuguese guinea, Sierra Leone, Liberia, Angola, Mozambique
Middle-eastern block Turkey, Saudi Arabia, Afghanistan
Mongolian rules remain unchanged from OOB
Good rule
11. Dice bonuses. On a dice roll of 1 (attack and defense) observe the following for the listed units:
-Fighters may choose an air unit as a casualty
-Tactical bombers may choose a ground unit as a casualty (land or sea)
-Cruisers may choose an air unit as a casualty
-Battleships may choose a surface vessel as a casualty (includes transports)
-Tanks may choose a ground target as a casualty
-Strategic bombers, (offense only) defender must choose 2 casualties
**Complicated and unnecessary. **
Wish list:
-Anniversery style ‘tech-tokens’, with enhanced technology chart My group has been playing this… “Purchase 1 or more research dice and receive 1 free roll”… it has worked really well bringing research into the game, but not overpowering.
-Enhanced Convoy raiding
-Enhanced Infantry purchasing
-Enhanced Neutral militias
-Multinational coordinated attacks
-True Blockades
-Nation specific unit costs/restrictions