I have yet to play it as it is on my wishlist of things to buy, as well as a decent printer with a good quality:ink ratio
Just got my friend's army lists in, so I'm busy making counters, and it is pretty difficult to decide what units to take in a 1K game, though you get an additional 500 points for Assault missions which everyone has pretty much taken Aircraft and an extra tank.
Decided to add a special "Base" page to the campaign that players can add to after each game. They simply roll a D10 and multiply it by 100 to see how much supply they have. Winning a game adds 100 for minor victories, and 300 for major victories, while -100 for minor defeats, and -200 for major defeats. Supply is used to buy buildings that extend the capacity of your army using the building list below. Hopefully the rules are simple enough that there won't be any mix up. Planning on adding this to the Fortress America campaign but more refined.
Players have an A4 sheet split into 9 squares. The centre being their Command Centre of which can not be sold or removed and is the base for their chosen starting 1K army +500 point Assault force. The outer squares can house one of the following buildings:
> Supply Depot [700 supply]: Adds 200 points to army limit that can be spent on any unit type.
> Fuel Depot [900 supply]: Adds 250 points to army limit that can only be spent on Armour, IFV, Recce, units only.
> Munitions Depot [800 supply]: Adds 250 points to army limit that can only be spent on Anti-Tank Weapons, ATGW, and AA Artillery units only.
> Landing Strip [1000 supply]: Adds 250 points to army limit that can only be spent on Aircraft units but of all types.
> Barracks [600 supply] Adds 170 points to army limit that can only be spent on Infantry, INF upgrades, and ground Transport units only.
> Intelligence Link [500 supply]: Adds 1 re-roll to any failed Command roll. This can only be done once per game but can be used every game. More Links the more available re-rolls.
All units from these additional buildings are placed in reserve if the mission allows such. Player who have less points may choose what mission they want, may also deploy first, and take the first turn. If the underdog player wins they can then choose which RISK card from their opponent's hand to take from a choice of two that the opponent has chosen.