Well they would be counters for each nation in a cup that you draw randomly. say 1 inch wooden chits with a decal on it. Icons of say a tank or Battleship if the commander effects those. If you draw a chit and don’t own that piece, you just lost that advantage that turn. The next turn you draw another chit. The used chits stay out of the jar, so the design features will balance in total for both Axis and Allies…or not. Depends on the game played…
Country specific rules
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These are some rules that apply to countrys in A&A, each is a special rule and can only be used for that country
Germany= SS tanks- attack at 4, defend at 3, 1 starts off in germany, can recruit 1 each turn and they cannot break apart(except for battle losses) the recruit must begin its turn in the same territory as the ss tank. i spray painted 1 of my germany tanks black and use black chips for the ss tanks.Russia= can move 1 factory 1 space during non-com, doesnt matter if it was used that turn
US=Marines- only one marine attack per turn, attack at 2
UK= british infantry in UK only defend at 3
Japan= Kamikazi- japan can suicide attack ships with planes, roll 1-3 the plane has a chance to kamikaze, 4-6 it is destroyed before it attacks, the plane can choose which ship to attack and attacks at 4
any questions? please ask
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Russia’s doesn’t help it too much… but it looks good…
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The Japan one sounds good….it makes Kamikaze actually useful
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i thought that the UK’s would be the most useless.
Maybe give their fighter pilots something extra - in light of their defense from the battle of Britain.
Or give them an extra X ipcs/turn if they “control the seas” (whatever you choose that to mean). -
i like CC’s idea. UK is too weak. you might try a trannie defense boost for the destroyer protection from america.
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Japan= Kamikazi- japan can suicide attack ships with planes, roll 1-3 the plane has a chance to kamikaze, 4-6 it is destroyed before it attacks, the plane can choose which ship to attack and attacks at 4
So to Kamakazi the J ftr must…
1)roll a 1, 2 or 3 on a d6, and then…
2)roll a 1, 2, 3 or 4 on a d6.That make it a 2 in 6 chance(1/2 x 2/3’s, which works to 1 in 3) to kamakazi a specific target, right?
It’s too freakin’ late if it comes to that.
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well kamikazi’s were hardly ever succussful so there has to be some realism in its effectiveness