there is a whole booklet called A&A enhanced realism rules. The extra things are
navy–-heavy cruiser- put a flag under a battleship to mark it, it attacks and defends on 3 bombardment 3 cost 18
light cruiser - put a a flag under a destroyer to mark. Att.2 Def.2 no bombardment cost 12
super carrier - put 2 flags under. holds 3 planes Att. 0 def. 3 cost 20
regular carrier - holds 2 planes att. 0 def. 2 cost 16
escort carrier - put one flag under to mark. holds 1 plane. att.0 def.1 cost 12
the destroyers become worthless except for air attacks on subs and negating the sub first strike. att.1 def.1 cost 6
airforce— heavy bomber- put two flags under a bomber to mark. att.5 def.1 cost 18
air transport - put one flag to mark. carries one inf. into battle. battle movement is 2 in and 2 out. must be in same space at
the beginning to work. it can attack on the second cycle of rolls, att. 1 def. 1 cost 10
jet - one flag under a fighter to mark. att. 4 def. 5 cost 15
land units-- these are tricky to understand.
-heavy inf.-- put one flag under a inf. to mark att. 2 def. 3 they can be hit twice. one to knock them down to regular
guys and then once more to kill them. for example i’m being attacked in a spot where i have 3 heavy inf. the guy gets
four hits on me. i defend and roll my 3 dice hoping for 3’s I can choose to take one out completely after i defend on a
3 for him. thats two hits. The other two infantry i can knock down to regular inf. then. thats four hits total. The
next cycle they defend as regular inf. and get killed in one hit. cost 5
heavy tank. put a flag under a tank to mark. att 4 def. 3 same rules apply as with heavy inf. They can be hit twice.
cost. 7