The infantry are paratroops. They attack at 2 / defend at 3. I opted to not use bombers or air transports to carry them, but rather to assume that transport is available during the combat move from (only) any terrirtory of an ally’s home color. Transport move is 3 spaces & subject to any AA in the defending territory during drop. The units otherwise behave as infantry.
The battleship is Japanese - it’s a normal battleship but attacks and defends at 5. (Yamato/Musashi)
The two German tanks att 4/def 4 and like BB’s take 2 hits to destroy. The US tank att 3/def 4 and has a free non-combat move like the “panzerblitz” NA.
In the rules variant, these units can’t be purchased. They are “issued” to each player depending on rolls determined from “special rules cards”. Sort of like bonus pieces/bonus techs. The cards (attached, but still a work in process) go along with a few additional rules having mostly to do with making techs useful/available/interesting… The idea is to roll 1 die at the start of a turn and do that number on the card and lower for that turn. For the first 3 turns, slots 1, 2 and 3 are “automatic”. I’d appreciate any feedback on the cards or the concept.
Unfortunately, I have a better pic of the pieces, but is waaaay over the 128 k attachment limit.
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