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Bring in the heavies: the amerika expansion set The following rules will help you incorporate these new units into your AMERIKA game. Feel free to pick and choose which ones to use so long as all players agree. These can help balance the game when players of differing skill levels play against each other, or add new dimensions and strategy for advanced players. Through the course of any war, despite its destruction, there is also inevitable innovation. WW2 saw more technological advancement in weaponry than any other war throughout history. The units in this expansion provide the means to bring those advancements to the front lines of Amerika. Thank you for purchasing this amerika expansion and enjoy the game! 2
allied advanced units will certainly increase the available strength you can bring against enemy formations. Focusing on anti-tank weaponry and heavy damage, this line up can help win the war! USA M36 Jackson Heavy TD TYPE Tactical ATTACK 5 DEFEND 6 MOVE 1 COST 8 M6 Tank Tactical 5 6 1 5 T-28 Super Heavy Tank Special 8 5 1 10 P-59 Fighter Tactical 5(4) 5(4) 4 6 B-47 Nuclear Bomber Special 3x8(2) 8(4) UL 16 M36 jackson Heavy Tank Destroyers trade speed for defensive capability. Choose any enemy tank unit as a casualty on a Luck Shot of 1 or 2. M6 Tanks will help bolster a defensive position. Outdated in design by 1946, it is still used effectively in place of a medium tank where defense is more important. It does not get a Luck Shot however. 3
t-28 Super Heavy Tanks are a fearsome attack weapon. Boasting a high cost along with its high attack rating, the real value is its armor. This unit cannot be chosen as a casualty on a Luck Shot. It also has Directed Fire like other Heavy Tanks. p-59 Jet Fighters trade range for weapons. Utilizing air-toground rockets, it has improved ground attack characteristics. b-47 Nuclear Bombers are a very unique weapon. It can only be built if in control of all 3 research facilities*. In combat, it rolls 3 dice AND has Heavy Payload like other Heavy Bombers which means it rerolls any misses. * Controlling all facilities to build is not required if using the Defcon 1 expansion. 4
german advanced units are some of the scariest war machines ever dreamed of in the 1940 s. Deploying any of these is certain to cause concern from the Allied player. GERMANY Vk1602 Leopard Lt. Tank TYPE Tactical ATTACK 4 DEFEND 3 MOVE 2 COST 4 Jagd E-50 TD Tactical 5 5 2 7 Jagd Tiger Heavy TD Tactical 5 6 1 8 Tiger II (P) Med Tank Tactical 5 5 2 8 Vk4502 Med Tank Tactical 5 6 2 7 Maus Super Heavy Tank Special 8 5 1 10 Ho-229 Fighter- Bomber Tactical 5(4) 5(4) 8 8 E-555 Bomber Special 8(2) 8(2) UL - Me-264 Bomber Special 8(2) 8(2) See Notes - Vk1602 leopard Light Tanks are a great all-purpose recon vehicle. Economical with a good attack value, it can pair 1:1 with infantry allowing the infantry to target Tactical Units during combat utilizing the detailed recon info. 5
jagd e-50 Tank Destroyers remain quick while able to hunt enemy tank units. Choose any enemy tank unit as a casualty on a Luck Shot of 1 or 2. jagdtiger Heavy Tank Destroyers trade speed for defensive capability. Choose any enemy tank unit as a casualty on a Luck Shot of 1 or 2. Tiger ii(p) Medium Tanks are an upgrade from the standard Panther IIs. With a much longer range main gun, they reroll a missed shot giving them two chances to hit a target. Vk4502 Medium Tanks use improved heavy armor to boost their defensive value over the standard Panther IIs. Maus Super Heavy Tanks are massive assault weapons. This unit cannot be chosen as a casualty on a Luck Shot. It also has Directed Fire like other Heavy Tanks. 6
Ho-229 fighter-bombers are a lethal combination of improved range and firepower. Boasting efficient engines for deeper attacks and air-to-ground rockets, it will make up for its additional cost. e-555 Bombers are called up from northern bases in Iceland and Greenland to help minimize Allied progress. The German player receives one free for every 20VP the Allies have at the beginning of the Axis Place Reinforcements Phase. Note that these are NOT Heavy Bombers and therefore DO NOT have Heavy Payload (no reroll of attacks). Me-264 amerika Bombers are designed to hit coastal targets after flying across the entire Atlantic. These are available to the German player only for the first 2 turns of the game. Roll 5D12 during the Axis Place Reinforcements Phase each turn. For each 4 or less, the German player receives one free to use this turn. Its movement range during combat is two zones inland from any German Invasion Zone. It will automatically return offboard after combat and does not need to reserve movement for this purpose. Remove all Me-264s at the end of the Resolve & Reorganize Phase. Note that these are NOT Heavy Bombers and therefore DO NOT have Heavy Payload (no reroll of attacks). 7
Japanese advanced units provide equipment for much needed tactical roles during a large scale, well defended invasion. JAPAN Type 3 Ho-Ni III TD TYPE Tactical ATTACK 5 DEFEND 5 MOVE 2 COST 7 Type 2 Ho-Ri Heavy TD Tactical 5 6 1 8 Type 5 Chi-Ri Med Tank Tactical 5 5 2 7 J8N-1 Kikka Ftr- Bomber Tactical 5(4) 5(4) 8 8 K-200 Bomber Special 8(2) 8(2) See Notes - G10N1 Bomber Special 8(2) 8(2) UL - Type 3 Ho-ni III Tank Destroyers remain quick while able to hunt enemy tank units. Choose any enemy tank unit as a casualty on a Luck Shot of 1 or 2. Type 2 Ho-ri Heavy Tank Destroyers trade speed for defensive capability. Choose any enemy tank unit as a casualty on a Luck Shot of 1 or 2. 8
Type 5 Chi-Ri Medium Tanks have superior main guns and therefore may choose a tactical unit as a casualty on a Luck Shot of 1 or 2. J8N-1 Kikka Fighter-Bombers are essentially modified designs of the German Me-262 with Japanese equipment. These boast extended range fuel tanks and air-to-ground rockets for improved ground attack and range over the Me-262 and J7W1. K-200 Bombers are designed to hit coastal targets after launching from sea plane tenders in the Pacific. These are available to the Japanese player only for the first 2 turns of the game. Roll 5D12 during the Axis Place Reinforcements Phase each turn. For each 4 or less, the Japanese player receives one free to use this turn. Its movement range during combat is two zones inland from any Japanese Invasion Zone. It will automatically return off-board after combat and does not need to reserve movement for this purpose. Remove all K-200s at the end of the Resolve & Reorganize Phase. Note that these are NOT Heavy Bombers and therefore DO NOT have Heavy Payload (no reroll of attacks). G10N1 Bombers are called up from bases in Hawaii and Alaska to help minimize Allied progress. The Japanese player receives one free for every 20VP the Allies have at the beginning of the Axis Place Reinforcements Phase. Note that these are NOT Heavy Bombers and therefore DO NOT have Heavy Payload (no reroll of attacks). 9