Persia:
1. national pride
Many middle easterners were willing to join the war with what every weaponry available
you do not have to have an ic to built infantry your original territories.
2. modern kamikaze
Persia can send any number of infantry to sacrifice itself to invade an adjacent territory and can roll on die and hit the specified unit at a 3 or less. regardless of the infantry hiting ir not they are dead.
3. Oil
forcing the Americans to switch to alternative energy has become a hassle on transportation. As long as you control Saudi Arabia American tanks cannot blitz and if you also control SZ34 eastern America loses 2 ipc for each of the following you control: Saudi Arabia, Israel, and Egypt
Japan:
- the samurai code
Believing in the honor of dieing in battle many Chinese and Japanese were willing to die for their country instead of surrender. All Japanese and Chinese infantry defend on a 3 after the 1st round of combat.
2. American influence
Over the years the American army has helped much of Japan. With the use of 5 ipc you know have the ability advanced infantry
3. Pacific empire
After the war starts Japan is put in control of the American pacific navy. You and America have joint control over any green navy units that end their turn in the Japan sea SZ60 including any loaded transports but not airplanes. If the American player does not object you can use the units as your own not letting them move them this turn.
United States
1.) Heavy Bombers
US bombers were able to deliver huge payloads to their intended targets.
Bombers attack with 2 dice at 4 or less even on strategic bombing runs.
2.) Long-Range Aircraft
Employing the latest technology, the United States’ airforce could reach further than any other nation’s
Fighters travel 6 spaces. Bombers travel 8 spaces.
3.) Advanced Infantry
the United States with the largest economy allows it to have the most advanced weaponry available. Your infantry attack on a 2 in the first cycle of all combat. Even if supported by artillery, their attack remains 2.
Russia:
1. Russian Winter
Russia’s greatest ally was its winter cold.
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.
2. samurai code
Believing in the honor of dieing in battle many Chinese and Japanese were willing to die for their country instead of surrender. All Japanese and Chinese infantry defend on a 3 after the 1st round of combat.
3. Trans-Siberian Railway
The Trans-Siberian Railway spanned 10,000 kilometers from Moscow to Vladivostok, the longest main line in the world.
In the noncombat move phase, your infantry, antiaircraft guns, and artillery may move 2 territories per turn only among these territories: Russia, Novosibirsk, Yakut S.S.R., and Buryatia S.S.R.
anyideas for euope naional advtages?