Otherwise, you may run into problems with BBs killing defending fighters because the infantry cannot be hit.
Hmm actually I think only infantry should be able to “dig in.” Not enough space in those tunnels for fighters :evil:
Russia: Replace Salvage (which almost never actually gets used) with Dug-In Armor. Any armored unit on a red territory defends at a 4 or less. This will allow Russia some relief against the German might.
I agree that Salvage is basically worthless, it banks way too much on bad luck. Dug In Armor is cool, possibly too strong?
Russia: Siberian Railway. Extend range to include Caucasus. Still not hugely useful, but at least in the first round or two you can bring pressure to bear on Germany.
I think the Railway functions well enough as is, either in KGF or KJF. More useful in KJF, but it still does bring an extra 2 inf faster towards Germany, which is big.
Russia: Mobile Industry. If the IC is moved then the territory it was moved to may build 2 units more then the land’s value. For instance, Kazakh with a moved industry may produce 4 units. Moved industry bonus only applies to red territories. This does not effect income.
Hmm so if you move out of Caucasus and then move back it makes 6 units? :P same with moscow, up to 10 units? I think mobile is ok as it is, because it’s extremely annoying for the Russians to move it out right as Japan/Germany want it.
Russia: Russian Winter. No invading units on Red territories may move that round. All previous benefits are lost. No attacker may attack a red territory.
Possibly too strong, unless you also stipulate that the Russians can’t move this turn too or something like that. A truly free turn for an NA is pretty darn strong. The current Russian winter can already do that, but at least you need infantry units there to do it.
Germany: Allow Stuka Dive-Bombers to have their ability at sea as well as on land.
Might as well really. Won’t hurt the Allies much since they usually have a carrier somewhere.
Germany: U-Boat Interdiction. Same as rules, but U-Boats cost 6 IPC. Kriegsmarine is still throwing good money after bad in the long run, but at least now your U-Boats will be a little more economical for purchase.
Sounds too strong. I think U-Boats is one of the most ridiculous NAs, but you can only use it when they’re going KJF and you have some time to build them. Allowing it to be used in KGF too is scary O_o
Japan: Banzai. This was over powered originally, but now it’s underpowered. Banzai is in effect for the first 3 rounds of combat. I think that’s a happy medium.
Probably 2 rounds at the most, 3 rounds is a LOT of fighting :o
America: Fast Carriers, replace with Reinforced Carriers. (Got this idea from AARe). American Aircraft Carriers take two hits to sink like Battleships and like Battleships automatically repair at the end of battle.
O_O That’s strong! That pretty much counters Night Fighting O_o
Russian Winter - I would change name: Russian Call to Arms.
The name is cool enough, it refers to an actual happening although of course the Russians didn’t really “control” the weather.
Panzerblitz-> Heavy Panzer. German Panzer had the more precise aiming systems: panzer attack at 4 in the first cycle of combat. Always.
Panzerblitz owns! That would make it weaker ;/
Mideast oil? I do not like. Maybe: “England shipyard efficiency”. First ship bought every turn cost 2 IPC less
Mideast oil is indeed very weird. I don’t like it.