Strategic Redeployment: (rewritten)
During your turn in the NCM phase count up your total adjusted placement capacity for all your factories and divide by 2.
The adjusted total reflects any damage from SBR and is rounded down for the purposes of this count.
The value equals the total number of additional land movements that can be made even if these units moved in the combat movement phase.
Each land unit moves at double speed within contiguously connected territories. These may even be units that had just taken a new territory as a result of combat.
If you have an empty transport you can bridge up to that capacity a number of units across ONE sea zone onto another land zone. So if UK owns france and has 2 transports and 4 SR points cleared, they can transfer 4 more units to france from UK.
This only works with one intervening sea zone.
Heavy Cruisers:
this is a standard 3-3 cruiser but has a 2 hit capacity like a Battleship. Cost is 16
Fortifications:
It defends preemptively at two rolls of 3. It does not move and costs 8. It must be manned by at least one infantry and this infantry also defends. Only Artillery or Bomber hits can destroy a fortification and the fortification takes 2 hits to kill. Infantry inside cannot be destroyed until the fortification is also destroyed.
Mechanized Infantry as standard pieces: Any nation can now build Mech. Infantry that attack or defend at 2, move 2, cost 4. They are considered non-infantry for transport purposes.
Fighter Defense/Escort: During SBR attacks the defending player can bring in planes to fight against bombers defending at a 2. The attacker can bring in escorts to escort his bombers and they attack at 1. The maximum number of defending planes cannot exceed the total number of attacking air units including bombers. Only one round of air combat occurs prior to SBR rolls. The attacker can not bring in more escorts than bombers. Note: The AA gun rolls only against the bombers and not against the escorting fighters.
Fighter-Bomber as standard pieces: Any nation can build them for 8 IPC and they attack at 3 and defend at 2 and move 4 spaces. They can be placed on carriers at same capacity as fighters. These have a special ability on defense. If they are adjacent to attacked land territories they may assist (using their defense factor) in land combat starting on the first combat round. They can retreat with other defending units after any complete combat round.
new unit list:
Mech. Infantry 2 2 2 4 +1 MP Inf /Art
Heavy Tanks 2 4 5 8 Build 1 per turn
Fighter-Bomber 4 3 2 8 SB at 50%
Escort Carrier 2 0 1 8 1 Fighter
Battlecruiser 2 4 4 14 1-hit, SB @ 4
Fortification - - 3 twice 8 Only 1 per space, 1st shot