USSR
1. T-34 Tank
The T-34 was a Soviet medium tank produced from 1941 to 1958. It is widely regarded to have been the world’s best tank when the Soviet Union entered the Second World War, and although its armour and armament were surpassed by later tanks of the era, it is credited as the war’s most effective, efficient and influential design. It was the mainstay of Soviet armoured forces throughout World War II, and widely exported afterwards. It was also the most-produced tank of the war.
Once per turn, two ARM (tank) can be purchased and placed in Russia for 8 IPC.
2. Rasputista
With heavy rains the landscape changed in a blurry mess of mud where vehicles and men got stuck and were unable to advance. Twice during the game in your “Collect income†phase, you can declare a Rasputista. Until the start of your next turn, movement (both combat and non-combat) for land units is limited to one space in any original USSR territory and West Russia, Belorussia and Ukraine.
3. Salvage
After the battle of Kursk in 1943, the Germans left the shells of their wrecked tanks behind. The Soviets found interesting uses for them. If you win a battle against the German player and at least one German ARM (tank) is destroyed, you may place one free ARM in that territory.
4. Guard Tank Regiments
The Soviet Union used heavy tank regiments as guards of Moscow. These were elite tank formations, invulnerable to any standard anti-tank weapons available of that time.
Your ARM (tank) in cities (Leningrad, Moscow and Stalingrad) has its defence increased by 1.
5. Conscripts
The Red Army won many battles with their raw manpower, by using untrained infantry and many times unequipped. During your “Mobilize New Units†phase each turn, you may place 1 INF (infantry) for free in any original USSR territory if you control it. This free unit is in addition to the group of units you just purchased.
6. Katyusha Rockets
Katyusha multiple rocket launchers are a type of rocket artillery built and fielded by the Soviet Union beginning in the Second World War. Compared to other types of artillery, multiple rocket launchers are able to deliver a devastating amount of explosives to an area target more quickly but with lower accuracy and longer reloading time.The Soviets were able to supplement the artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for individual lack of accuracy. Your ART (artillery) attacks on a 3, for the first cycle of combat only.
7. Shock Troops
During World War II the Red Army of the Soviet Union deployed many formations which contained the word shock in the title, for example many of the units which spearheaded the Soviet counterattacks on the Eastern Front from the Battle of Stalingrad to the Battle of Berlin were in Soviet Shock Armies. 2 INF (infantry) has its attack increased by 1 in the first cycle of combat. No more than 6 INF can get this bonus per turn.
8. Mobile Industry
In response to the threat from the Russian front, the Soviets moved their factories east. They produced 5,000 tanks east of the Urals in 1942. Your industrial complexes each may move 1 territory during your “Non-combat Move†phase. It may be used in the same turn to place units (up to a maximum of the new territory’s value). They cannot move during “Combat Move†phase. If an opponent captures them, that opponent cannot move them. You may mobilize at an IC if you controlled both the IC and its new territory at the start of your turn.
9. Russian Winter
Russia’s greatest ally was its winter cold. Germany’s invasion stopped dead as the snows came down. Once per the game in your “Collect Income†phase, you may declare a severe winter. Until the start of your next turn, your infantry in red territories defend on a 3.
10. Red Guard
After the Russian revolution, the Red Guard—composed of armed workers and politicized soldiers and sailors–had become the Army Reserve and the base for the formation of regular military detachments. Once per game, if your capital gets attacked by at least one ground unit, you may put 1 INF (infantry) there for free for each IC (industrial complex) you control, before “Conduct Combat†phase.
11. Commissars (NKVD)
Spreading Stalin’s slogan “not one step back,†Russian commissars shot soldiers who flee from battle. If you get attacked during any Axis player’s turn, you may sacrifice (destroy) any number of INF (infantry) you own. For each infantry sacrificed, 2 other INF you own defend on a 3 this turn.
12. Soviet Militia
If German units attack any of the three major Soviet cities of Leningrad, Moscow or Stalingrad the Soviet player may immediately raise INF (infantry) equal to VCP value of the city. The money is deducted from the Soviet players next turn of income even though the Infantry is placed in the first round of combat. Each of the three Soviet Cities can be activated only once per game and the infantry raised can be used just as any other unit.
13. Partisans
Starting with the 2nd turn of any Axis invasion of the Soviet Union the Soviet player rolls one die per turn and notes the results as follows:
1= One German Infantry is destroyed and removed from the eastern front.
2= The Soviet player can select one territory that’s original Soviet controlled and force all Axis units that move into this territory to stop or force units moving out to be reduced to a movement of one.
3= The German players loses 2 IPC
4= The German player loses 1 IPC
5= No effect
6= Partisans neutralized (no roll next turn)
14. Scorched Earth
When Germany attacked the Soviet Union in 1941, Joseph Stalin ordered both soldiers and civilians to initiate a scorched earth policy to deny the invaders basic supplies as they moved eastward.When the German player conquers any USSR territory, that territory has no value until the next round of play.
UNITED KINGDOM
1. Spitfire Fighter
The Supermarine Spitfire was an iconic British single-seat fighter used primarily by the RAF and many Allied countries through the Second World War and into the 1950s. The Spitfire are often credited with winning the Battle of Britain. Once per turn, 1 FTR can be purchased and placed in United Kingdom for 8 IPC.
2. Radar
Britain’s radar alerted it to the threat of German planes crossing the channel.
UK owned ID (infrastructure defence) in United Kingdom and Eastern Canada rolls attack die hit air units on 1 or 2 and forcing retreat on 3.
3. Enigma Decoded
Working in a secret facility in Bletchley Park, Alan Turing’s cryptographers broke the codes of the Nazi Enigma machines. They could then send false messages back.
Once per game, when Germany finishes its “Combat Move†phase, but before “Conduct Combat†phase, you may make one special move. You may move any number of your units from any one adjacent space into one friendly sea zone being attacked by Germany (Germany moving sea units to an empty sea zone does not count). Alternatively, you may move any number of your units from a sea zone being attacked by Germany into an adjacent friendly space, but you must leave at least one of your units behind. This special move otherwise follows the rules for a non-combat move. If your units survive, they remain in the space to which they were moved.
4. French Resistance
France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
Once per game, if the Allies control Western Europe, you may place 3 INF (infantry) there for free during the your “Mobilize New Units†phase.
5. Colonial Garrison
World War II represents the height of the United Kingdom’s colonial empire. Two decades later the Commonwealth was a shadow of its world-spanning former self.
Once per game, place 1 IC (industrial complex) in any of your territory with an income value of at least 1 IPC. You still can’t have more than one IC in a territory.
6. The Royal Navy
The Royal Navy of the United Kingdom is the oldest of the British armed services (and is therefore the Senior Service). As late as the middle of the 20th century, it was the largest and most powerful navy in the world. During WWII, the Royal Navy was vital in guarding the sea lanes that enabled British forces to fight in remote parts of the world such as North Africa, the Mediterranean and the Far East. Once per game, place 1 DD (destroyer) off the coast of Eastern Canada, Egypt, South Africa, India, Australia or United Kingdom if you own the land territory, during your “Mobilize New Units†phase. You may place the destroyer even if the sea zone is enemy-occupied. Your destroyers cost 1IPC less.
7. Allied Resistance
France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
Once per game, if the Allies control Western Europe, Eastern Europe, and/or Norway, you may place 2 INF (infantry) there for free during your “Mobilize New Units†phase.
8. Flying Boats
The Lend-Lease Act gave Britain PBY Catalina flying boats, which were handy because they could help spot submarines in the water.
Your BMR (bomber) can perform ASW.
9. Battlecruisers
The HMS Hood, an Admiral class battlecruiser, had the firepower of a battleship while still having the speed and armor of a regular cruiser.
Your battleships may move 3 spaces.
10. Chindits
The Chindits were a British Indian Army “Special Force” that served in Burma and India from 1942 until 1945 during the Burma Campaign in World War II. They were formed into long range penetration groups trained to operate deep behind Japanese lines. One UK INF (infantry) in Asia mainland can be allocated as Chindits per turn. These units attack at 2 and defend at 2 and have a unique movement of 2 spaces in Combat Move and 2 spaces in Non-Combat Move. They may even move thru enemy territories.
11. Burma Road
It had a role in World War II, where the British has long used the Burma Road to transport war material to China before Japan was at war with the British. UK can send 3 IPC of aid per turn resulting in the creation of 1 INF (infantry) in china. The UK player must have control of India plus at least one of the following must be controlled for the Allies: Sinkiang, China, Manchuria, Kwangtung, or French Indo-China.
12. Home Guard
The British Home Guard started off after the defeat of Poland. Britain knew that it was but a matter of time before the tanks and warplanes of the Wehrmacht came to England’s doorstep. Britain also knew that, in such an event, Britain would be woefully under prepared. As early as 1939, following the torpedoing of HMS Royal Oak at anchor in Scapa Flow, Scotland, Winston Churchill wrote a letter to his Chiefs of Staff asking, “What would happen if 20,000 enemy troops were to land on the east coast of England?” Once during the Game if the United Kingdom is attacked by land units, you may place 3 INF (infantry) for free there, before “Conduct Combat†phase.
13. Escaped Armies
After Germany invaded most of Europe, several army divisions of namely Poland, France and Greece escaped to fight another day, while their governments capitulated. Once per game, you may place 2 INF (infantry) for free in United Kingdom if you control it, and 1 INF for free in Egypt if you control it.
14. Pathfinder Force
In August 1942 the RAF founded the Pathfinder Force (PFF) to get better results with strategic bombing raids. RAF equipped them with the newest technologies and materials. Your BMR (bomber) causes 1 extra IPC in damage on Strategic Bombing Raids.
15. Tank busters
In the dessert war, the British equipped their Hawker Hurricane fighters with dive bombs and later rockets to attack and destroy enemy armor. These proved to be highly effective.
Your FTR (fighter) has attack increased by 1 in the first round of land combat after air superiority.
16. Canadian Air Support
During World War II, approximately 16,000 aircraft, including Lancaster and Mosquito bombers, were built in Canada. Once per game, if you control Eastern Canada, you may place 1 BMR (bomber) for free there.
UNITED STATES
1. Essex Aircraft Carrier
The United States Navy’s Essex-class fast aircraft carriers constituted the Twentieth Century’s largest class of heavy warships, with 24 ships built. The use of the fast carriers as an offensive weapon in World War II changed the face of naval strategy.
Once per turn, 1 CV (Aircraft Carrier) can be purchased and placed at Eastern United States for 14 IPC.
2. U.S. Marines
In World War II, the Marines played a central role in the Pacific War; the Corps expanded from two brigades to two corps with six divisions, and five air wings with 132 squadrons. In addition, 20 defence battalions and a parachute battalion were set up. The battles of Guadalcanal, Tarawa, Saipan, Iwo Jima, and Okinawa saw fierce fighting between U.S. Marines and the Imperial Japanese Army.
Your INF (infantry), in amphibious assault on Pacific Islands, and French Madagascar, has their attack increased by 1 in the first cycle of combat.
3. Liberty Ship Program
In 1941, the U.S. embarked on a massive expansion of the merchant marine fleet under the auspices of the Emergency Shipbuilding Program. The standard Liberty ship was the centerpiece of this program.
You’re AP (transport) now cost 6 IPC.
4. Superfortress
The B-29 Superfortress carried the biggest standard bomb load of any wartime bomber.
Your Heavy BMR (bomber) roll one additional die each when conducting a strategic bombing raid. They defend on a 2, and are immune to ID (infrastructure defence) fire.
5. Fletcher-class destroyers
The Fletcher class was the largest class of destroyer ordered. Compared to earlier classes built for the Navy, they carried a significant increase in anti-aircraft (AA) weapons. Throughout the course of World War II, the number of AA weaponry increased resulting in five twin 40 mm Bofors plus seven 20 mm weapons by 1945.
Starting from turn 3, all your DD (destroyer) has Anti-air value of 3.
6. Naval Industry
After Pearl Harbor, the US tried to rebuild its Pacific Fleet.
All Naval units cost one less IPC for the entire game.
7. U.S. Code breaking intelligence
During World War II, the U.S. utilized a great military intelligence advantage over the Japanese, in both their radar capabilities and code breaking. The radar on Midway gave position, bearing, and altitude. Intelligence experts discovered that the Japanese planned to attack an unknown site referred to as “AF.” To test the theory that Midway was the target, a disinformation message regarding Midway’s freshwater supply was sent out over open communication channels. The Japanese intercepted the message and redistributed it in their JN 25 code, saying that “AF” needed freshwater.
Your navy units defence increase by 1 in the first cycle of combat round, when attacked by the Japanese.
8. Filipino Guerrillas
The HUKBALAHAP helped pave the way for the US invasion of Leyte.
Once per game, if the Allies control the Philippine Islands, you may place 2 INF (infantry) there for free during “Mobilize New Units†phase.
9. Pacific Divisions
When the US entered WWII they quickly formed loads of divisions and immediately started preparations to take the war to Japan.
During “Mobilize New Units†phase each turn, you may pay 1 INF (infantry) for free in Philippine Islands, Borneo or Kwangtung if you control it. This free unit is in addition to the group of units you just purchased.
10. Carpet bombing
America used carpet bombing as a policy of indiscriminate bombing of an enemy’s military targets but also for the purpose of destroying the enemy’s means of producing military material, communications, government centres and civilian morale. During Strategic Bombing Raids, each BMR (bomber) may instead bomb land units. Hits are on a 2 or less.
11. Chinese Divisions
The Chinese had three hundred divisions in 1942. President Roosevelt spent much of the war trying to get Chiang Kai-Shek to do something with them.
During the “Mobilize New Units†phase each turn, you may pay 1 INF (infantry) for free in China, Sinkiang or Kwangtung if you control it. This free unit is in addition to the group of units you just purchased.
12. Iowa Class Battleships
The Iowa’s were designed as fast escorts for aircraft carriers, rather than as a classical battleship. Speed was the essence of their design, topping thirty knots on calm waters. Their guns had the same caliber as those of their predecessors (16-Inch) but it was a new more powerful model. They were also valuable antiaircraft platforms, especially in the era of the Kamikaze.
Your BB (battleship) may move 3 spaces and has Anti-air value increased by 1.
13. Communist Guerrillas
Elite units suffered some 60% casualties at the Battle of Shanghai. The Chinese government lost most of its well-equipped elite units prior to WWII. However, Communist guerrillas remained an effective force against the Japanese in Northern China.
Starting on the first US turn, the US player rolls one die per turn and notes the results as follows:
1= The Japanese player removes one Japanese INF (infantry) from Manchuria, China or Sinkiang.
2= The US player selects the territory of Manchuria, China, Sinkiang or Kwantung. Movement of Japanese land units to and from the territory is prevented this turn. ie. Reinforcements and Retreats.
3= The Japanes player collect 2 less IPC from Manchuria next turn.
4= The Japanes player collect 1 less IPC from Manchuria next turn.
5= No effect
6= Communist Guerillas neutralized (no roll next turn)
14. Chinese Warlords
Majority of Chinese forces in WWII belonged to warlords who were most interested in their own power. Some of them defected to the Japanese Empire but later just as easily rejoined the Nationalist government.
Axis do not collect income from China, Kwantung, Manchuria or Sinkiang at “Collect Income†phase if the territory is not occupied with at least one Axis land unit.
15. Mechanized Infantry
Later in the war, the United States Army used large numbers of M3 Half-track vehicles to give their infantry mobility.
Starting from turn 3, all your INF (infantry) may move 2 spaces and may blitz.