SS PANZERS
(Germany only)
Description: SS Panzers are specialized in repelling enemy advancement and make a considerable reinforcement to the German players defense. Use regular armor painted in black as SS Panzer units. S.S. Panzers cost 8 IPC’s and can only be built in Germany.
Cost: 8
Attack: 5
Defense: 5
Move: 2
Setup: Germany receives one unit for free, during the first round only. This unit is brought into play during the Mobilize New Units Phase on the respective powers´ turn.
MECHANIZED INFANTRY
Description: Mechanized Infantry represent elite infantry formations during the war. (Buy some halftrack pieces for these)
Cost: 4
Attack: 2
Defense: 2
Move: 2
Setup: Each player receives two units for free, during the first round only. This unit is brought into play during the Mobilize New Units Phase on the respective powers´ turn.
Special Ability: Each of your tanks gives one matching infantry one additional movement allowance and an increased attack capability of 2 or less in the first cycle of combat only. Even if supported by artillery, their attack remains 2. The tank and the infantry unit must leave from the same territory.
SOVIET SHOCK TROOPS:
Description: Representing higher echelon infantry forces. (Paint some Soviet infantry heads a bright orange)
Cost: 6
Attack: 3
Defense: 4
Move: 2
Setup: The Soviet Union receives one unit for free, during the first round only. This unit is brought into play during the Mobilize New Units Phase on the respective powers´ turn.
HEAVY ARTILLERY:
Description: Representing higher caliber field Artillery pieces. (Use AA gun piece)
Cost: 6
Attack: 4
Defense: 2
Move: 1
Setup: Germany and Soviet Union each receive one unit for free, during the first round only. This unit is brought into play during the Mobilize New Units Phase on the respective powers´ turn.
Special Ability: They provide a +1 bonus to each matching attacking infantry like regular infantry or can perform a special attack as follows: It can attack from an adjacent space with a one free preemptive salvo and does not have to move in with other units. If it decides to move and attack then its hits are not preemptive.
HEAVY TANKS:
Description: Representing elite heavy and super heavy tank classes. (use painted 1/285 scale tanks for these)
Cost: 7
Attack: 4
Defense: 4
Move: 2
Setup: Germany and Soviet Union each receive one unit for free, during the first round only. This unit is brought into play during the Mobilize New Units Phase on the respective powers´ turn.
Special Ability: Each hit can target enemy armor units first before another unit is taken as a loss. (This includes Artillery and Mechanized Infantry as well as any armored types of units.
Fast Carriers
Description: Speedy ships with landing decks from which fighters can take off and land.
(This is a revised rule for aircraft carriers only, not a new unit)
Cost: 16
Attack: 1
Defense: 3
Move: 3
Hits: Takes 2 hits to sink
Carry Fighters: Just like the box rules.
Fighter Defense: Just like the box rules.
Light Carriers (Escort Carriers)
Cost: 10
Attack: 0
Defense: 1
Move: 2
Hits: Takes 1 hit to sink
Setup: Japan and UK each receive one Light carrier unit for free, during the first round only. These free cruiser units are brought into play during the Mobilize New Units Phase on the respective powers´ turn.
Carry Fighters: Just like the box rules.
Cruisers
Description: Multipurpose ships that can fire on incoming enemy planes and conduct shore bombardment. (One can use the battleships from A&A Classic as cruisers.)
Setup: Germany (in Baltic), Japan, UK, and USA (Pacific) each receive one cruiser unit for free, during the first round only. These free cruiser units are brought into play during the Mobilize New Units Phase on the respective powers´ turn.
Cost: 16
Attack: 3
Defense: 3 (Antiaircraft fire)
Move: 3
Hits: Takes 2 hits to sink
Special Abilities
Shoot Down Air Units: Whenever an air unit enters a sea zone containing an enemy cruiser, the cruiser fires during the Conduct Opening Fire step of combat. Roll one die for each attacking air unit (but only one cruiser in a sea zone can fire during the opening fire step, even if they are controlled by different powers). For every roll of 1, one attacking air unit is destroyed. This opening fire capability is for the first cycle of combat only and does not cancel the regular roll during the Defending Units Fire step.
Shore Bombardment: In an amphibious assault, your cruisers may like battleships make a support shot on amphibious assaults on a 2. Each cruiser fires once during the Conduct Opening Fire step against enemy land units in the territory being attacked (the enemy units do not fire back). A cruiser cannot conduct shore bombardment if it was involved in a sea combat prior the amphibious assault.
Destroyers
Description: Small, fast warships that hunt submarines.
(This is a revised rule for destroyers only, not a new unit)
Cost: 10
Attack: 2 (3 when an enemy submarine is present)
Defense: 2 (3 when an enemy submarine is present)
Move: 2 (3 when supported by a carrier)
Special Abilities
Supported by Carriers: When a destroyer move along with an aircraft carrier, the destroyer’s movement is increased to 3. This pairing is on a one-to-one basis. The destroyer and the aircraft carrier unit must leave from and end up in the same sea zone.
Submarine Disruption: A destroyer cancels the special abilities of submarines. Enemy submarines cannot move freely through a sea zone containing your destroyer. If you have destroyers in combat involing enemy submarines, they attack and defend on a 3. Any casualties of enemy submarines can return fire. Also, enemy submarines cannot submerge while your destroyer is present.
Shore Bombardment: In an amphibious assault, your destroyers may like battleships make a support shot on amphibious assaults on a 2. Each destroyer fires once during the Conduct Opening Fire step against enemy land units in the territory being attacked (the enemy units do not fire back). A destroyer cannot conduct shore bombardment if it was involved in a sea combat prior the amphibious assault.
Battleships
Description: Powerful and nearly indestructible monarchs of the sea.
(This is a revised rule for battleships only, not a new unit)
Cost: 20
Attack: 4
Defense: 4
Move: 2
Special Abilities: All attacks on other naval ships are conducted with preemptive salvos to represent longer-range gunnery. Every combat round they attack in a similar manner. Otherwise they conduct themselves the same as LHTR.
Naval Fighters
Description: Representing carrier based torpedo-bombers and dive-bombers. ( use 1/600 scale planes for these)
Cost: 8
Attack: 2
Defense: 2
Move: 2
Setup: Japan and USA each receive 2 naval fighters free, during the first round only. These are brought into play during the Mobilize New Units Phase on the respective powers´ turn.
Special Abilities
These units can only move from small islands or Carriers and can only attack other naval units. All attacks are preemptive rolls against defending warships prior to the start of the first combat round. After each successive round of combat this advantage is lost.