I have posted many ideas on house rules, some good, some not so. But, at a minimum, do this…
Setup: Add 1 GE CA in SZ26 - represents German presence in Indian Ocean. Setup: Add 1 GE AR in GEA - represents gun boats on Lake Tanganyika (can also add rule this unit cannot move). Setup: Change GE AR in SWA to IN. Setup: Add 1 GE IN in KAM. Setup: Add 1 FR IN in FEA. Setup: Add 1 GE SS in SZ18 - represents German presence in Mediterranean. Setup: Change 1 OE CA to TR in SZ20. Setup: Change 1 RU CA to SS in SZ21. Setup: Change UK TR to SS in SZ2. Switzerland is impassable. Mobilization territories: Following can mobilize max of 2 x IPC value, plus restrictions. Bombay: Min. build 1 unit; Cannot build ships or tanks. Munich: Infantry, artillery only. Ottawa: Min. build 1 unit; Cannot build warships. Tatarstan: Infantry, artillery only. Marseilles: No restrictions. Mines vs. Transports: Allow mine hits to absorbed by loss of a load.Swap 1 unit rule
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Swap 1 unit.
At the beginning of the game, each power is allowed to swap 1 unit for a different unit of equal or lesser IPC value to be placed in the same territory or sea zone. Facilities other than AA guns cannot be swapped.
Some examples of swaps people might like to do could be:
Germany: swap 1 AA gun for 1 artillery in Berlin
Russia: swap 1 tac for 1 fighter in Moscow
Japan: swap 1 destroyer for 1 transport in z33
USA: swap 1 battleship for 1 carrier in z10
UK: swap 1 transport for 1 sub z98
Italy: swap 1 transport for 1 sub in z96 -
oooo I like the options the germans get with swapping the bat for an acc.
That’s got to come in handy!