United Kingdom National Advantages
1. Radar
Britain’s radar alerted it to the threat of German planes crossing the channel.
UK owned antiaircraft guns in tan territories hit air units on a 2.
2. Joint Strike
The most powerful strike in the war was the joint Allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
Once during the game at the start of a round (before the Russian turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and non combat move phases. On those phases of the U.S. turn, the U.S. player may use your units in his/her combat move; conduct combat, and non-combat move phases together with his own units. You and the U.S. player must agree on attacking casualties, or the opposing player gets to choose them. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. dice are rolled. Weapons developments or national advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.
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 its 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. Commonwealth Troops
The British Commonwealth Troops served in all theatres in World War II–from Europe to North Africa to South-East Asia and the Pacific.
During your mobilize new units phase, you may place one of your infantry for free in any tan territory with an income value higher than 1 IPC if you control it.
5. 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 two of your infantry there for free during the mobilize new units phase of your turn.
6. 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.
You begin the game with one additional industrial complex in any tan territory with an income value of at least 1. (You still can’t have more than one industrial complex in a territory.)
7. Mideast Oil
The United Kingdom’s 1920 division of the Middle East tapped into the power from the sands. The Germans tried to get that power for themselves.
If an air unit you own lands in Anglo-Egypt, Trans-Jordan, Persia, or the Caucasus during your noncombat move phase, it may then move an additional number of spaces equal to its normal movement.
8. Flying Boats
The Lend-Lease Act gave Britain PBY Catalina flying boats, which were handy because of their ability to land on water.
Your bombers may land on water.
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. Escort Carriers
To counter the U-Boat menace, the Allies created auxiliary carriers which can bombard ships while having air cover.
Your destroyers may carry 1 fighter each (put them on the same sea zone as the destroyer).
11.Chindits
this is skechy but essentially like paratroopers… except they can move after they attack… thus they can jump in and out
12. Burma Road
UK can send 3 IPC of aid per turn resulting in the creation of one infantry in china. At least one Chinese territory must be controlled for the allies.