lets do this nation by nation here is the reconfigured USSR list:
Soviet Union National Advantages
1. 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 Soviet territory.
2. 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 tank is destroyed, you may place one free Soviet tank in that territory.
3. 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 tanks in cities (Leningrad, Moscow and Stalingrad) defend on a 4.
4. 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, you may place one of your infantry for free in any Soviet territory if you control it. This free unit is in addition to the group of units you just purchased.
5. Katyusha Rockets
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 artillery attacks on a 3, for the first combat cycle only.
6. T-34 Tank
Once per turn, two tanks can be purchased and placed in Russia for 8 IPC.
7. Shock Troops
1 Infantry gets +1 attack modifier in the first cycle of combat. No more than 3 Infantry 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 the combat move phase. If an opponent captures them, that opponent cannot move them. You may mobilize at a complex if you controlled both the industrial complex 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 infantry there for each industrial complex you control before the 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 infantry you own. For each infantry sacrificed, 2 other infantry you own
defend on a 3.
13. Soviet Militia
If German units attack any of the three major Soviet cities of Leningrad, Moscow or Stalingrad the Soviet player may immediately raise infantry equal to double the 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.
15. 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)
16. Scorched Earth
When the German player conquers any Soviet territory, that territory has no value until the next round of play. The German player may not add a control marker on the just captured red territory, hence may not increase the National Production Chart correspondingly. If the territory is liberated during Russians turn, then the territory regains its value.