Germany National Advantages (Revised list)
1. Panzer Grenadiers
During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks. Each of your tanks gives one matching infantry one additional movement allowance. The tank and the infantry unit must leave from the same territory.
2. Atlantic Wall
The Germans fortified the European beaches with massive defensive concrete blockhouses that formed part of the German defensive "Atlantic Wallâ€. During any amphibious assault against Axis controlled Western Europe (except for African territories), all your infantry defend on a 3 during the first cycle of combat.
3. Fortress Europe
By protecting the Third Reich on all sides, Germany built fortified defensive lines and established strongpoint on key terrain in Europe. Your artillery in German territories defends on a 3.
4. German 88’s
During the first cycle of combat only, on Attack and Defence, your artillery fire in the Conduct Opening Fire phase (instead of the Attacking Units fire and Defending Units fire phases respectively). Casualties are removed immediately. When declared, place 2 free artillery in any Gray territory you control, during the Mobilize Units phase of this turn only.
5. Panzer blitz
If your attacking forces destroy all defending units in a territory in one cycle of combat, any of your surviving armor may move 1 territory during non-combat movement.
6. Afrika Corps
Once per game place 2 infantry, 1 artillery, and 2 Armor for free in Libya if the Axis control it, during your Mobilize Units phase.
7. Volkstrum infantry
Once per game, the German player may purchase Infantry for 2 IPC each. This cannot be performed unless a territory adjacent to Germany, is controlled by any Allied player.
8. SS Panzer.
These may be built, 1 per turn. A maximum of 4 can be on the map at any time. They are built as and have the same attributes as Heavy Tanks without requiring the Heavy Tank technology. In combat they may ignore the 1st hit assigned to them as they take two hits to destroy and all their attacks are rolled pre-emptively.
9. Albert Speer & German Industrial rationalisation
On turn 5 the territory of Germany is worth 10 additional IPC per turn. (but the original value for any strategic attacks & original value under Allied occupation).
10. Defend the homeland
Once per game the German player may call up to six infantry when the territory of Germany itself is under attack. (money for these units paid for on the following turn even if your getting them this turn).
11. Commerce Raiders: your transports can now make attacks against unescorted enemy transports. They attack at 1.
12. Hitler youth: Any time the allies control any territory adjacent to Germany you recieve one free infantry per turn
13. Alpen festung: The German player is allowed to create a “national redoubt” if the territory of Germany has been attacked by allied forces. Under combat German units can retreat to this protected area even if all adjacent areas of the map are controlled by allied forces. (use switzerland as this new area). Furthermore the Germans get to keep the income of germany even if its subsequently captured by the allies. The allies do not gain in the income if this option is used. The Allies must make a further attack and all alied attacks must score two hits just to remove one unit. Hits are allocated one unit at a time.
14. SS Panzers:
Designate one tank unit and it attacks at a 5 and defends at 5.
15. London blitz:
German fighters (use divebombers if playing with optional units) may now participate in SBR attacks on England. They cause damage only on rolls of 1-3 with damage equal to what was rolled.
16. Pocket battleship
designate one destroyer which can now take two hits and conduct shore bombardment. In other respects it performs like a Battleship Jr.
17. Z-plan
The German player rolls three D6. The result equals the total of free IPC that must be spent on naval units this turn. Additional IPC may be allocated from your normal income to complete purchases.
18. Blitzkreig
If you have at least once each of the following you may roll one additional dice hitting at 3 in combat: one Infantry, Artilillery,Tank, and Fighter
19. Fifth colum:
You convert one neutral one level toward your side each turn.
20. Operation Isabella
Spain is an immediate ally to germany as long as the axis first control the suez and gibralter.
21.German Infrastructure
At the start of WW II Germany had the best road and rail network of Europe. During the Non Combat Move phase all German ground units in Germany itself gain a plus 1 movement modifier.
22. German Propaganda
The Germans were masters of propaganda, spearheaded by Goebels. Through out the war, the Germans tried to convince all people in the Reich (including all occupied territories) that communism was the real enemy and tried to convince them to volunteer for the army and fight a noble war…
Once during the game the German player may place 1 free INF in all continental Europe territories under German control
also add this as possible optional rule?
Generals:
Each nation can allocate one leader for a combat modifier which gives all units it is with a +1 combat modifier for either attack or defence. If the combat lasts only one round this leader is committed to remain in the territory until that nations following turn. Otherwise the leader can be simply placed in any other controlled territory and used for operations on the following turn. If a leader is “stuck†in a territory and the forces he is with are destroyed in the first round then the general is killed in battle. Only one General can affect a single combat and the general can lead allied troops in battle, except of course no western Allied /Soviet forces can occupy or be modified together. Generals only work to command and modify land forces.
this is the current list we need to sort it out and cut the fat off. please provide comments on which should go and why. we need the list down to about 15-16 NA