I was thinking that a Zeppelin unit in 1914 would be an interesting idea. Though they weren’t used very often, it would still be cool to see them be the other air unit in the game.
Zeppelin
Cost: 15 IPCs, Attacks: 1, Defends: 3, Movement: 4
Summary: The Zeppelin acts as a transport for Fighters. It is able to carry only 1 Fighter at a time, and to transport a fighter the two units must be in the same beginning territory. The Zeppelin is unable to pass over any opposing units. Effectively, the Zeppelin gives Fighters their 4 movement like they would have in WW2 games. A fighter being carried by a Zeppelin CANNOT disembark mid flight. To leave a Zeppelin, it must either be the beginning of the movement phase, or the Zeppelin must move 4 times. The reason the Zeppelin becomes the most expensive unit in the game, is because of the great potential it has, being able to carry over a unit that allows for Air Superiority so quickly. Like all other land and air units in this game, a Zeppelin must be accompanied by a correlating Infantry.
Special Ability - “Master of the Skies”: If the Zeppelin is in the air above a seazone or opposing territory, it can stay suspended in the air for 1 turn. In the beginning of the next movement phase, before all combat and non-combat moves are decided, the Zeppelin must land safely in friendly territory. This can be especially useful for the United States when transporting fighters to mainland Europe.