@Amon-Sul said in WW2 Path to Victory - Rules Discussion:
@SS-GEN said in WW2 Path to Victory - Rules Discussion:
Here is another way to go. Each country also in my game can roll 2d6 for 2 National advantages to get at start of game and can use the whole game. This gives one side or country a bit of an advantage and now game changes a bit based on what u got and turn 1 will change your buys a bit. If you don’t want tech u could go this way and get a better piece and or combine them per turn based on time frame in war when each country had it and if they did.
As far as picking a tech or weapon I don’t agree only based on the countries will always pick the best one they have. You could add to these lists and have roll for 1 start then roll for one more on turn 3 or whatever. Many options here. Or you can have 1-3 tech tree or charts and u can pick one of the 3 charts but then u have to roll for it. Here’s our NA chart.

Can U please elaborate all this bonuses (NOs), what do they give ?
D12 will have to convert. Some can’t use based on d6 and 16% more hit to strong but can be worked out with maybe some multi pieces like 2 each.
Russia
- Spa AD5 in all terr. Now
- Promote a 2nd tank to a guard AD@7
Russia gets 1 rank per turn in game already
- Move 2 IC 1 time in game. Plus build each +1 more piece.
- Place an Inf on any ussr starting terr per turn
- Same as tank promote 1 inf A3D5
- US can buy a mech, spa or art end of there turn. Place at a ussr ic right away
UK
- All aa guns D +1
- US uses your pieces in combat only 1 time
- Tac/Div A+1 against surfaces subs. FS
- Figs move 5 more from a oil derrick in Sudan, Trans Jordan and Iran
- Place 3 frenchies in a France once liberated
- Place 1 Inf at each IC per turn
US
- Place an AB At each that doesn’t have at start of game.
- Destroyer A@4 AD@1 bonus aa plane kill
- Build 3 marines a turn instead of 2
- Inf move 2 and can blitz
- AC move 3
- H bombers A5@3 one round only D@3 DF@2
SBR 1d6 +3 starting on turn 3.
Ger
- UK US pays icp each turn for every sub in Atlantic
- All art D@6 in all Ger terr only
- Tanks move 1 in non combat if they win a battle for terr
- Roll 3d6 s and icp money goes towards a naval buy only one time in game
- Tac/Div now can SNR 1d6 +1
- Inf D@5 on amph landongs first round only
Japan
- Destroyers can carry 1 inf combat or non
- Subs A@6
- Place an AB at each island that doesn’t have one at start of game
- Your Transports can do 2 attacks same turn but can only use same ground units on first attack
- All Inf D+1 on islands and homeland
- Inf only attacking A+1 first round only
Italy
- Place 1 BB in Rome port at start of game one time only
- All inf in Italian terr only A+1
- All inf in Italian terr only D+1
- Germany can buy 2 units and place at a Italian ic
- Receive 5 icps if no allies ships in Med includes subs
- Ger can but 2 Italian pieces and place at a Italian ic
Well some have a few more words to them but loading this from a cell phone. Any questions ask. With D12 gives u more flexibility
You roll for 2 of these for each country at start of game only. U could roll for 1 then roll for another in a different turn. Whole idea is to change up the game at start so u have to change your buys a bit and do different early moves.