Written by Perrin Tong
Originally published in Battleplan#3
Rising to the Defense
1. Any fighter in an area under strategic bombing attack may rise to the defense. Each fighter is allowed 1 roll to try shoot down the bomber before it attacks the factory. On a roll 6, the bomber shoots down the fighter. The fighter uses it's defense factor.
2. If fighters are used to escort the bombers, reduce the defense strength of the defending fighters by 1 for each escort. Defending fighters roll after resolving AA. A 6 still shoots down the defending fighter.
3. The defending player has the option of shooting down fighters or bombers.
PARATROOPERS AND AIRLIFTS
Bombers can be used as transport aircraft.
1. Regular bombers may carry 1 infantry.
2. Heavy bombers may carry 2 infantry or 1 armor.
3. Paratroopers attack at 2 during the first round of combat.
Any country bordering on water when attack from the sea has a 1-time defense roll of 1. The roll affects only the transported units.
The Japanese player may make suicide attacks with fighters. The fighters are removed in all cases.
Number of defending units/number of defenders destroyed.
|Roll||1 Unit||2-3 Units||4+ Units|
If you are successful with your roll, a number of defenders equal to the number destroyed, must retreat if possible.
GETTING AROUND IN THE DESERTS OF AFRICA
An armor unit/infantry unit pair can move speed 2.
This rule allows players to move enemy units based upon leaking false information. To to this a player must invest IPC's for propaganda during the purchase units/development phase. For every 5 IPCs invest the player may roll 2 dice. Further, for every 5 IPC's your chance of success increase. If you spend 5 IPC's you need a roll of 1, 10 IPC's a roll of 2, 15 IPC's a roll of 3 etc.