New concepts:

These can be used or not, depending on how complex you want to make the game.

Fortify: Infantry speacial move. Infantry and Anti-Tank Infantry can sacrifice their turn in order to get a 50% defense bonus. Infantry can only come out from the fortify position at least a turn after they fortified. Mark infantry with an "F" to show they are fortified.

Artillery: Artillery can only be used when an infantry unit joins it. Otherwise the artillery will not move, have no attack or defense, and be ripe for attack. Artillery are the only units that can fire into the next square as well as their own. Artillery make great defensive weapons. When artillery fire, there is no danger of it being lost. If the roll is higher, then the bombard misses and no damage is done.

Subs + Bombers: These are the only two units that can attack a unit then move away in the same turn. This makes them good for disrupting the buildup of forces, and general panic.

Mines , Mineswepers + SAM sites: technically units, but they don't move or attack. they wait to be attacked. SAM sites can only attack air units, and mines only sink naval units. Minesweepers are best at taking out mines. To eliminate a mine, roll a die. If the die rolls a number other than 1, the mine is successfully detroyed. If you do roll a 1, the operation failed and the Minesweeper is sunk. To lay a mine, a minesweper must be on the coast. The mine 'unit' is built on top of the 'sweeper. The 'sweeper then sails to where the mine is to be laid, then lays it. A maximum of three mines can be held on board at once. The mines on board are lost if the minesweeper is destroyed in transit. Only one mine may be laid per turn.

Coastal Bombardment: Destroyers and Battleships possess this ability. When in a sector that borders land, the ship may us it's turn to bombard the coastline. Bombarding is like artillery fire, but with an attack strenght of 2. If the atatck fails, no damage is done to either side.