Here are the National Advantages I’ve been tinkering with. The rules are an ongoing project, and my gaming group has been revising them as we go. Some are more powerful than others, but generally most rules have a counter on the opposing side. The way we’ve been doing it is “Roll randomly for two rules, then choose a third”. So far I’m pretty happy with them.
U.S.A.
1) Airborne
~ Impressed by the potential value of paratroopers, the Allies developed several airborne divisions. During Operation Neptune, these units proved decisive in preventing the Germans from counterattacking the Allied beachheads. The airborne contribution to that effort alone more than justified the resources that were poured into the development of airborne tactics and training. ~
During your Combat Move phase only, each of your bombers may act as a transport for one Allied infantry unit. Both the bombers and the infantry they load must begin their movement in the same territory. After AA fire is resolved (infantry treated as cargo), surviving bombers may retreat or attack normally in conjunction with the dropped infantry, but they cannot conduct a Strategic Bombing Raid. For the duration of this attack, airborne infantry hit on a 2. If dropped into a “Fortress Europe” territory unaided by seaborne land units, that rule is negated. Airborne units may only ever retreat from combat if land units joined the attack from an adjacent territory.
2) Resilient Carriers
~ In 1941, the U.S. Navy began building a fleet of new Essex-class carriers. These carriers had better armor protection than their predecessors, better facilities for handling ammunition, safer and greater fueling capacity, and more effective damage control equipment. These features, plus the provision of more anti-aircraft guns, gave these ships enhanced survivability over previous designs. In fact, none of the Essex-class carriers were lost during the war, and two (USS Franklin and USS Bunker Hill) made it home under their own power even after receiving extremely heavy damage. ~
Your carriers can sustain 2 hits before they are sunk. If a carrier survives a battle having been hit once, mark it with an orange damage counter underneath. Damaged carriers are reduced to a move of 1, a defense value of 1, and an attack value of 0. They can however, be repaired by moving to a friendly Sea Zone adjacent to an Allied territory containing an industrial complex. On your next Purchase Units phase, you may elect to repair the carrier by paying 7 IPCs to the bank. It may then act as normal in subsequent phases.
3) U.S. Marines
~ The USMC played a central role in the Pacific War, where amphibious assaults were common. The Marines had the organization, equipment, and training to bring the fight to the enemy; no one did it better. ~
During an Amphibious Assault, your seaborne infantry attack on a 2. Even if supported by artillery, their attack value remains a 2. (Additionally, when assaulting territories affected by the “Dug-in Defenders” [Japan] or “Fortress Europe” [Germany] National Advantages, a maximum of one infantry and one tank may be upgraded with flame-throwing weapons. These special units attack at +1, but must be the first casualties you remove.)
4) Motorized Infantry
~ With its fleet of trucks and halftracks, the U.S. Army was the most mobile force of soldiers during the war. Most other countries opted for only partial motorization of their infantry because of the great cost and logistical implications associated with the deployment of so many vehicles. While the bulk of German and Soviet infantry remained on foot, U.S. forces could redirect the activities of enough trucks to motorize an infantry regiment. ~
Your infantry (except Airborne units) have a move of 2, but may Blitz only when paired with a tank.
5) War Economy
~ The U.S. mobilized its economy for war on an unprecedented scale. Every resource was tapped to support the Allied war effort abroad. Rationing, war bonds, Liberty Ships, and “Rosie the Riveter” all became iconic features of American war-time culture. ~
During your Collect Income phase, roll a D6 for every U.S. Industrial Complex on the board, and pick the highest result - collect that number of additional IPCs. You may distribute these among the Allies in any way.
6) B-29 Superfortresses
~The B-29 was a very advanced bomber for its time, with features such as a pressurized cabin, remote-controlled turrets, and an electronic fire-control system. Due to its impressive range, speed, and bomb payload, it became the primary aircraft used in the American firebombing campaign against Japan. These attacks devastated Japanese cities and industrial facilities. ~
When conducting a Strategic Bombing Raid, your bombers have a move of 7, and hit interceptors on a 2. When rolling for damage against the industrial complex, each bomber rolls two dice and takes the highest result.