@Imperious:
Germany National Advantages
1. U-Boat Program
During World War II, 1,162 U-Boats were built, and these U-Boats sank 14,687,231 tons of Allied shipping. Your submarines now cost 6 IPC’s.
In conflict with the national build option…
@Imperious:
2. Panzer Grenadiers
During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks. Each of your tanks gives one matching infantry one additional movement allowance. The tank and the infantry unit must leave from the same territory.
Only OK in games without optional units, but only if Mech infantry is optional (which I will mention with the Afrika Korps NA) otherwise fine NA
@Imperious:
4. Wolf Packs
Wolf packs of U-boats prowled the Atlantic, working together to down Allied convoys. The only sure thing about a U-boat was that there always was another nearby. Your subs attack on a 3 or less in the opening fire step of combat. This increased attack factor is for the first cycle of combat only.
Wolf Packs are standard in Historical Edition already…
@Imperious:
6. Soft underbelly
The Gustav line in Italy was ordered to hold at all costs. Those costs included tens of thousands of men on both sides. German artillery in grey green (Italian) territories defends on a 3, except for African territories.
7. Fortress Europe
By protecting the Third Reich on all sides, Germany built fortified defensive lines and established strongpoint on key terrain in Europe. Your artillery in German territories defends on a 3.
Can’t these two be put together? I like the Soft underbelly naming (historical accurate) but IMO it can also be covered in the Fortress Europe NA Not??
@Imperious:
10. Afrika Corps
Once per game place 2 mechanized infantry, 1 artillery, and 2 Armor for free in Libya if you control it, during your Mobilize Units phase.
Mechanized infantry is missing in the optional units list until now… So this NA should be corrected. Replace it with 2 infantry?? or should it be more like 1 inf, 1art and 1 arm placed once during the game in Libya during your Mobilize Units phase, if you or your allies (Italy) controll it. ?? (added Italy, because the NA only mentions if you controll it. Which isn’t necessary IMO )
@Imperious:
11. until infantry
Once per game, the German player may purchase Infantry for 2 UPC each. This cannot be performed unless a territory in Europe, controlled by Germany at the start of the game, is controlled by any Allied player.
How many, or is it unlimited for that turn only??
@Imperious:
12. Baltic Sea defences. The allies may not invade Germany amphibiously from any of the two adjacent North Sea areas. They can invade from the Kategat or Baltic Sea areas (after any combat rolls from the coastal Copenhagen defences). They may invade Denmark only if Norway is first conquered. Secondly, as long as Denmark is Axis held, then any Allied naval units entering / staying in this area are subject to an automatic attack. Roll d6 per ship. On a 5-6 it takes 2 hits. On a 2-4 it takes 1 hit. (- 1 for allied destroyers, -2 for submarines). Roll at the start of the combat phase.
This NA is not suited for this game. Denmark isn’t a separate territory, but part of Western Europe. You can’t change only the name, because why should the Allies try a amphibious assault on Germany if they controll Norway and Western Europe. They will come directly from Western Europe and make this NA worthless in the process. However I think we could make another NA rule for Baltic Sea Defences… this because in WWII it would have been nearly impossible for the allies to invade Germany from the Baltic!! Thoughts??
@Imperious:
13. SS / elite units.
These may be built, 1 per turn from winter 1942. A maximum of 6 can be on the map at any time. They are built as and have the same attributes as Heavy Tanks. In combat they may ignore the 1st hit assigned to them as they take two hits to destroy and all their attacks are rolled pre-emptively.
First of all, we haven’t build in a timetable in the game right? only that it starts in spring 1942 right? So this should be possible from turn 2 then?
This will be a very strong NA, if players are playing without the Heavy Tank as a optional unit… BTW instead of using a Max. build of 6, you could also say, these units take 2 turns to build. to resemble the extra training of elite formations
@Imperious:
14. Albert Speer & German Industrial rationalisation
In 1944 all areas of Germany are worth double value (but the original value for any strategic attacks & original value for occupation).
I would say ONLY the territory of Germany itself. And which turn number should we use to resemble 1944? turn 5? ( if a turn is six months)
@Imperious:
15. Defend the homelandÂ
The German player may call up to six infantry when any original German territory is under attack, using the same rules as for the Soviet Militia.
In conflict with Volkstrum Infantry, and that one is better also!! Not??