I went through and made the changes we talked about and a few new ones. i haven’t play tested them yet so i don’t feel that they are entirely balanced yet but i will soon :-D.
Germany
1. Vichy France: Once Germany captures Paris, the territories and forces in Normandy Bordeaux, Southern France, and French Madagascar immediately convert to German Control. The Territories and Units in Morocco, Algeria, Syria, and Tunisia immediately convert to Italian control. French Indo China immediately converts to Japanese control without triggering a war with the allies. French naval units bordering these areas are unaffected. This card must be played before the first German turn.
2. Plan Z: Place one additional German submarine in every seazone that already has at least one German submarine, or you may start the game with an aircraft carrier and two Destorreys in sea zone 114. Additionally, gain the improved Shipyards tech. This card must be played before the first German turn.
3. Second Molotov Ribbentrop Pact: The Soviet Union may not declare war on Germany until it is attacked by Germany or Italy. Additionally, Germany gains an extra 5 ipcs at the end of every turn that it remains at peace with the USSR. This card must be played before the first German turn.
4.Hendaye Pact: Spain (including their overseas territories Rio de Oro) are pro Axis neutrals. Once Spain is brought into the Axis place a free minor industrial complex, 4 additional infantry, and an airbase on the territory. This card must be played before the first German turn.
5. Albert Speer: Immediately gain the Warbonds tech. Roll two dice when determining how many extra ipcs you gain each turn from the Warbonds tech.
6. Karl Donitz: Whenever 3 or More Subs are attacking the same seazone their attack value is increase by +1. This bonus is lost as soon as the number of attacking subs dips below 3.
7. Heinz Guderian: German tanks attack at a 4 during the first cycle of combat.
8. Erich von Manstein: If your attacking forces destroy all defending units in a territory in one cycle of combat; or, if no combat was necessary, any surviving tanks (and escorted mechanized infantry) may make a further move of one space AFTER all other combats have been completed. This move includes moving backwards, or attacking a new territory. The second territory being attacked may not contain a victory city. These units may only make one additional move.
9. Erwin Rommel: German tanks and Mechs have a move of 3. However they follow normal blitzing rules.
10. Krupp Steel: German tanks may not be damaged during the first cycle of combat whether you are attacking or defending. You may not chose tanks as casualties even if the enemy rolled enough successes to force you to lose a tank. You must control West Germany to get this benefit.
11. Wernher von Braun: Immediately gain the Rockets Technology. Add +2 to the damage inflicted by rockets.
12. Konrad Zuse: German Tech Rolls cost 4 ipcs.
13. Messerschmidt: Immediately gain the Jet Fighters Tech. Discard after use.
14. Otto Skorzeny: Germany may assassinate any French, American, Soviet, or British character card. Alternatively, Skorzeny may foil an assassination attempt against a German character card. Discard after use.
15. Atlantic Wall: All of your infantry and artillery defend at a 3 during the first cycle of combat in any amphibious assault against any of the following territories: Western Germany, Denmark, Holland-Belgium, Normandy-Bordeaux, Spain, Portugal, or Norway. Note that the bonus only counts if the territories mentioned are German occupied and the bonus only applies to German units in those territories.
USSR
1.Trans Siberian Railroad: All soviet ground units have a noncombat move of 2 for the purposes of traveling along the following territories: Russia, Samara, Novosibirsk, Timguska, Yenisey, Yakut S.S.R., Buryatia, and Amur. The bonus ends when the railway does, so an AA gun starting in Samara and moving to Moscow would not then be able to move into Smolensk. This card must be played before the first German turn.
2. Five Year Plans: The Soviet Union may build minor factories in territories worth 1 ipc and major factories in territories worth 2 ipc. Russia gains the Improved Factory production Tech. This card must be played before the first German turn.
3. Soviet Clients: Mongolia starts the game as a pro-allied Neutral, when brought into the allies place a free minor IC, one artillery, and Mechanized Infantry in Olgiy. Russia gets a 5 ipc bonus while at war with Japan. This card must be played before the first German turn.
4. Red Army Conscripts: Infantry cost 1 ipc less. This card must be played before the first German turn.
5. Mobile Factories: The Soviet player may move any factory to another space within her originally controlled territories. Only one factory per turn can be moved and it has a move of two, but each factory she controls can be moved in this manner. Units may be produced at this factory at the end of the turn but it follows the ordinary rules. If a major factory moved into a territory that could only support a minor factory then it would only be able to produce as if it were a minor factory. If the territory could not support any type of factory then no units may be built from this factory.
6. General Winter: Once per game, during your collect income phase, you may declare the onset of a severe winter. From now till the end of your next turn, no Axis armor, mechanized infantry, or artillery may move, and, furthermore, Axis planes are limited to noncombat moves. These modifiers only apply in starting Soviet territories.
7. Partisans: If Soviet Infantry survive at least one round of combat when defending against a European Axis attack, then these units may choose to melt away into the countryside. For all intents and purposes treat this like when submarines submerge. The Axis occupy the province and, on the next Soviet turn, the Russian units are back in play. The Russian player must either have these units attack the territory or move on to another territory. These units may chose to attack provinces behind enemy lines, causing chaos in the rear. Furthermore, Soviet infantry may move through the Pripyet marshes.
8. Sharashka : The USSR gets one free tech dice to roll each turn.
9. Tankograd: Tanks cost 1 ipc less.
10. Katyusha Rockets: Soviet artillery has a move of two and may blitz when paired with a tank. Additionally, Artillery attacks and defends at a 3 during the first cycle of combat.
11. Soviet Spy Rings: Once per game, when Germany finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Germany. Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one unit behind. Additionally, the Soviet Union automatically gains a technology that is already known by two other powers.
12. Georgy Zhukov: Artillery attacks and defends at a 3 during the first cycle of Combat. Artillery may support tanks in the same way they support infantry and mechanized infantry.
13. Konstantin Rokossovskiy: Any units killed by attacking Soviet tanks or Mechanized infantry during the first cycle of combat may not retaliate.
14. Ivan Konev: Soviet tanks Attack and Defend at +1 during the first cycle of combat.
15. Vasily Chuikov: Soviet Infantry attack and defend at +1 during the first cycle of combat in a victory city.