Communist China!
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Have fun coming up with rules for this one, it’s a brain burner. Best I can do off the top of my head: One simple version, one muuuuch crazier version:
Simple Version:
8.0 Communist China:
8.1 Communist China (CC) is a controlled Pro-Allied Minor power, moving with and controlled by the Soviet Union.
8.2 At the end of the Soviet Union’s turn, place 1 additional CC infantry in one CC Territory, up to a maximum of 3. If no CC Territory exists with less than three Infantry, place one Artillery unit in any CC Territory instead, again up to a maximum of three.
Crazy Version:
8.0 Communist China:
8.1 If Communist China (CC) is included in the game, then the Soviet Union becomes a third, separate Alliance and no longer wins and loses with the Allies. Soviet Units may no longer share territories or Sea Zones with Allied powers, and vice-versa. Combat between the Soviet Union and the Allies is now possible.
8.2 The Soviet Union wins the game if a round ends with the Soviet Union and/or CC in control of 5 or more victory cities, three of which must be USSR home cities.
8.3 CC is a Minor Soviet Power controlled by and moving with the Soviet Union.
8.4 At the end of each Soviet turn, CC places one infantry plus one additional infantry for every two original Chinese territories they control, rounding up. Place the infantry units in any CC Territory.
8.5 If any CC territory borders a Soviet-controlled TT, the CC may place one of the above infantry units as an artillery unit instead, placing it in any CC territory connected in an unbroken chain to that Soviet territory.
8.6 If there are no communist forces remaining on the board at the end of the Soviet turn, place no CC reinforcements. Instead select an original Chinese territory adjacent to a Soviet territory, and roll a d6. On a 3 or less, Place one CC infantry and one CC artillery in that territory; combat will ensue here as applicable in later turns.
Roundels (print @ 4x6in):
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