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Author Topic: Best House Rules ever!  (Read 2072 times)
Young Grasshopper
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« on: July 21, 2011, 08:14:12 pm »
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When I read some house rules for interceptors and escorts 2 years ago, I thought, well those rules are kinda bad. Imagine how surprised I was to see similar rules in the new 1940 series (big conformation there) . On the other hand, when I played my first game of Global and used naval or air bases, I thought "now thats a great rule". Simple units that are in line with basic A&A mechanics, and improves the game greatly.

So, aside from what was already published and incorporated into the game. What do you think are the best house rules you have ever heard of or invented yourself.

I will start with one that I read over a year ago... "Barracks" (I later re-named them hospitals in my game) made for the 50th AE, essentially it was a second IC unit that could only produce infantry. I believe the cost was $9 each, but I cant remember that or the author. I thought it was a great house rule and I used it a few times.

    
« Last Edit: July 21, 2011, 08:19:13 pm by Young Grasshopper » Logged
KillOFzee
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« Reply #1 on: July 21, 2011, 09:21:05 pm »
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My favorite house rules are paratroopers and strategic assaults.

Paratroopers would be dropped from bombers and would attack at a 2.
Strategic assaults is more or less an SBR with artillery instead of bombers.
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Chiefredcoles38
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« Reply #2 on: July 21, 2011, 10:10:05 pm »
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Paratroopers yes

AAA - always active antiaircraft
every round of combat they get a roll @ 1, against each plane.
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Young Grasshopper
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« Reply #3 on: July 21, 2011, 10:25:36 pm »
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Paratroopers yes

AAA - always active antiaircraft
every round of combat they get a roll @ 1, against each plane.

That would put their price at $25 each, I like the AA rule as is but I would allow them to shot at any enemy plane flying over their territories, during any phase, and for any reason. I also like the paratrooper rule.
« Last Edit: July 21, 2011, 10:27:10 pm by Young Grasshopper » Logged
crusaderiv
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« Reply #4 on: July 22, 2011, 02:37:02 am »
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Airplanes retreat after any round of combat.
I also like my cargo rules and times period chart/season.
Self propelled gun with his first shot attack and defense.

AL
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Chiefredcoles38
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« Reply #5 on: July 22, 2011, 06:05:46 am »
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I can agree with you, I dont like the fact that they took away the rule where AA can shoot at any plane that passes through its territory, but I understand why.
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Young Grasshopper
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« Reply #6 on: July 22, 2011, 07:30:26 am »
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Airplanes retreat after any round of combat.
I also like my cargo rules and times period chart/season.
Self propelled gun with his first shot attack and defense.

AL

I like the planes retreating rule, makes sense to suggest that aircraft is the only unit that can retreat alone or even as a defender.
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crusaderiv
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« Reply #7 on: July 22, 2011, 02:21:49 pm »
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AAA - always active antiaircraft
every round of combat they get a roll @ 1, against each plane.

Geez..that's a strong AA! I'won't take the risk to fly over your territory!
OK againts 1 plane each round but not each round.
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i rock
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« Reply #8 on: July 23, 2011, 05:49:53 am »
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i personaly liked my veteren forces rule but sadly it was  very complicated. so I havent been able to get anyone to use it in a game after i explain it  cry
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Chiefredcoles38
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« Reply #9 on: July 23, 2011, 08:23:24 am »
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Please explain vet forces, very interested !
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i rock
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« Reply #10 on: July 23, 2011, 11:31:32 am »
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ill make another topic for that i guess (so i dont risk taking over this one)
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i rock
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« Reply #11 on: July 23, 2011, 12:08:12 pm »
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finnished posting the vetern unit rules  in another topic
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Young Grasshopper
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« Reply #12 on: July 23, 2011, 09:57:56 pm »
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Please explain vet forces, very interested !

I once read a house rule where if your infantry stack had 1 black chip (leader) than all infantry with it got 2 dice each to hit and defend. each power got one to start the game, they couldn't be bought and they couldn't be used to defend capitals. very cool idea, but it never got refined enough, and had lots of loopholes.
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lnmajor
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« Reply #13 on: July 24, 2011, 04:15:54 am »
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I like Anti sub warfare or ASW.
Only destroyers and cruisers can attack subs but must make a detection roll to locate or pin the sub first. each attacking ship gets 1 die roll. 1-3 sub is detected. 4-6 sub has eluded attackers. you only need one ship to get a 1-3 and all ships can attack sub. planes can also attack subs if accompanied by destroyers.
this rule really helps to simulate the stealth abilities of a submarine.
Also subs get to target ships. not such a far stretch. the only condition is if a destroyer is present, and the sub gets a hit, the destroyer has to be taken before a battleship, carrier, or cruiser.
That is ASW
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Young Grasshopper
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« Reply #14 on: July 24, 2011, 07:22:05 am »
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I was thinking about how hard it is to reach Moscow. This might not be the best rule ever, but what if a mech infantry could pull an artillery 2 spaces where ever the mech moves?
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