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NATIONAL ADVANTAGES:
1. Method of Deployment
-Each side (the Axis & the Allies) will have a total of 4 NAs Each
-A National Advantage may only be selected once
-During the 1st ROUND, each nation declares 1 NA at the start of their TURN. The NA’s effects come into play immediately unless otherwise described.
-During the 2nd ROUND, Ger, ***, and any one Allied nation each declare 1 NA at the start of their respective TURNS’. The NA’s effects come into play immediately unless otherwise described. However, a nation also has the option to delay their 2nd NA, meaning they do not declare it at the start of their 2nd TURN, but rather, declare it on the Mobilize Units phase of their 2nd TURN or any of their TURNs thereafter. All benefits from the Delayed National Advantage do not come into effect until the Mobilize Units Phase : All cost discounts, All unit placements, and All Combat or NCM benefits.
– If you lose your capital, you do not lose your Mobilize Units Phase for NA purposes.
– A nation’s NAs remain in play, even if its capital is captured.
RUSSIA
1. Russian Winter - Once during the game in your Collect Income phase, you can declare a Severe Winter. From now until the end of your next turn, your INF defend at 3 and attack at 2. The defense benefit applies to Combat in any territory, whereas the attack benefit applies to Combat in Red territories or W. Russia only. When attacking, INF may be matched 1:1 with RTL, & thus attack at 3.
2. Russian Railway - In the NCM phase, Russian Land Units [Inf, Art, AAGun] may move up to 2 territories per turn ONLY among these territories: [Bury, Yak, Novo, Rus, Cau, Wrus, and Kar]. You may move into or through any of the Allied owned listed territories. The Units must begin their turn in a Railway territory.
3. Russian T-34’s - Your ARM in Red territories defend on a 4.
4. Lend-Lease - When declared, Russia is given a free 5IPC this turn only.
-During your Mobilize Units phase, you can convert up to 12IPC worth of Allied units into Russian units if they are in a Red territory. These may be land or air units. Remove the affected units from play and replace them with the same units of your own color. Any Tech or NA benefits from the previous owner are lost. Base costs are used for conversion (ie. not discounted costs)
-During your Purchase Units Phase, UK + USA can lend Russia up to 2 IPCs in total sum. The IPCs are removed from the UK/USA income and are available for Russia to spend immediately this turn. The total of Cash Converted + Units Converted this turn must be no more than 12IPC.
5. Mobile Industry - Place 1 free IC and 1 free INF during the Mobilize Units Phase of this turn only in any Red territory you control. Both units must be placed in the same territory. The IC cannot build until next turn.
-Your ICs may move 1 territory during NCM (as long as you owned them at turn start). ICs can only move among Red territories. They may produce in territories they just moved to, as long as Russia owned the territory at turn start. Multiple ICs may exist in a single territory, but only 1 remains active (for the purposes of Rocket attacks, SBR and unit production)
6. Siberian Conscripts - Place 1 free INF/TURN during the Mobilize Units Phase in either [Yak, SovFE, or Bury] if you control it.
-The Non-Aggression Treaty : Russia will receive 6 INF (instead of 4).
GERMANY
1. Atlantic Wall - Place 1 free INF/TURN during the Mobilize Units Phase in WEur if you control it.
-During Germany’s Conduct Combat Phase, you may designate 1 RTL in either WEur or Norway for “Coastal Defense”. The selected RTL must have started its turn in the territory, and cannot move this turn. “Coastal Defense” gives you a single attack at 2 (3 with German 88’s) for the selected RTL against a single enemy sea unit of your choice in any adjacent SZ: 5,6,7 or 13 for WEur, 3,5 or 6 for Norway (SUBs cannot be targeted). The attack is rolled in Opening Fire and casualties are removed at the end of Opening Fire. The RTL is not subject to counterattack by naval vessels in the SZ.
-During any Amphibious Assault against WEur or Nor, all your INF and RTL defend on a 3 on the first cycle of combat only.
2. German 88’s – Place 1 free RTL for Immediate use this TURN in EEur if you control it.
-Place an additional free RTL during the Mobilize Units Phase of this TURN in Any Grey territory you control.
-During the first cycle of combat only, on Attack only, your RTL fire at 3 in the Conduct Opening Fire phase (instead of Attacking Units Fire Phase). Casualties are removed at the end of Opening Fire. Attacking INF still get RTL support, but fire in the Attacking Units Fire Phase).
3. Panzerblitz - If your attacking forces destroy all defending units in a territory in one cycle of combat, any of your surviving ARM may move 1 territory during NCM. This NCM move applies even if: a) your ARM has already moved 2 spaces in Combat b) you invaded an empty territory c) you invaded a territory containing only an AAGun and/or IC d) your ARM arrived by amphibious assault
4. Afrika Korps – Place 1 free INF for immediate use this TURN in Libya if you control it.
-Place an additional free 1INF,1RTL and 1ARM during the Mobilize Units phase of this TURN in Libya if you control it.
5. Wolf Packs -When declared, place 1 free SUB in either SZ 5 or SZ 14 during the Mobilize Units phase of this turn only. You may place the SUB even if the SZ is enemy occupied.
-Your SUBs attack at 3 (4 with Super Subs) if there are at least two of them at the start of the combat cycle. The SUBs may come from different SZs, but must attack the same SZ. When there are less than two SUBs at the start of a combat cycle, this ability is lost. The Wolf Packs NA does not improve defending SUBs.
-Your Convoy Raids do increased damage when there are at least two or more German SUBs in the same SZ. If the group of SUBs is within 2SZ of the enemy IC, the enemy subtracts an additional 1IPC from their collected income. If the group of SUBs is within 1SZ of the enemy IC, the enemy subtracts an additional 2IPC from their collected income.
-Your SUBs cost 1IPC less.
6. Luftwaffe Dive-Bombers - During the first cycle of combat, if there are no defending FTRs present, your FTRs hit on a roll of 4 or less. In succeeding cycles of combat, the FTRs hit normally. If defending FTRs are present, this ability is cancelled. This NA applies to both Land and Naval Combat. Your FTRs are still subject to any AA Fire.
-Your FTRs cost 1IPC less
-Your 1st FTR purchased costs 5IPC less. (Hans-Ulrich Rudel Rule)
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