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Welcome to site. :-)
D12 version I use in a 1941 variant of HBG Global War:
Incorporates SPA / SPG / Motorized Infantry / Light & Medium Armor / Commander (General).
I use National Advantages to address Heavy Armor (Russia & Germany).
Cost/Move/Attack/Defense
INFANTRY: 3 / 1(2) / 2(3) / 4(6)
Combined Arms: Attack on (3) when supported 1:1 by Artillery or SPA.
Defend on (6) during 1st round of combat when supported by Fortification (10:1).
Move (2) during Combat or NCM when supported 1:1 by Mortorized Infantry.
ARTILLERY: 4 / 1(2) / 3 / 4
Combined Arms: Increase Infantry Attack to (3) when supported 1:1.
Move (2) during Combat or NCM when supported 1:1 by Mortorized Infantry.
SELF-PROPELLED ARTILLERY (SPA): 6 / 2 / 4 / 4
Combined Arms: Increase Infantry & Mech Infantry Attack +1 when supported 1:1.
Initial Bombardment: On Defense, successful hit results in immediate removal of enemy land unit.
Cannot Blitz.
MOTORIZED INFANTRY: 4 / 2 / 3 / 3
Transport (1) Infantry or (1) Artillery 2 spaces during Combat or NCM Move.
Cannot Blitz.
MECHANIZED INFANTRY: 5 / 2 / 3(4) / 4
Combined Arms: Attack on (4) when supported 1:1 by SPA or any Armor.
Combined Arms: Blitz when supported 1:1 by any Armor.
LIGHT ARMOR: 6 / 2 / 5 / 5
Combined Arms: Increase Mech Infantry Attack +1 when supported 1:1.
Combined Arms 1:1 allows Mech Infantry to Blitz.
Blitz.
MEDIUM ARMOR: 7 / / 2 / 6(7) / 6
Combined Arms: Attack on (7) when supported 1:1 by Tac Bomber.
Combined Arms: Increase Mech Infantry Attack +1 when supported 1:1.
Combined Arms 1:1 allows Mech Infantry to Blitz.
Blitz.
SELF-PROPELLED GUN: 8 / 2 / 6(7) / 7
Attack on (7) while enemy Armor is present.
Non-Infantry Land unit must be chosen as casualty.
Combined Arms: Blitz when supported 1:1 by any Armor.
COMMANDER (General): - / 1 / - / -
Fixed number of Commanders per Nation. If destroyed, replaced on fixed turn schedule by nation.
Coordinated Attack: Provides (1) called shot against any Land unit during 1st round of Combat.
Organized Retreat: Allows Land & Air units to retreat after 1 full round of Combat. No Defense rolled in round 2.