http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=44&t=18299&sid=afad08bd5cb4ffff6c10b6aabaaa32a6
"I think we need to start a new thread that consolidates some new rules and thinking related to the movement of land units and ships in this game.
This material is put out there as a demonstration of this designer’s quest for new and interesting ways to play his existing games (I like talking about myself in the 3rd person). You don’t have to try to keep up with all the changes that may seem to be going on here, but do try to give these ideas a read or two when you have time. Also don’t hesitate to contribute to this conversation.
It is hoped that this material enhances your playing experience. Often many ideas have been put forward by you, the fans. Using the web in this way is an effective way to act on many great ideas that can come up only after a given game or product has been published. There’s got to be a way to collect and incorporate the feed back that so many Axis & Allies experts out there have been expressing.
Remember this… These new idea are only that… Ideas They are not in any way a replacement to the existing rule book of this or other games talked about on these pages.
Larry Harris
Harris Game Design
…
Axis & Allies 1914 Variant:
LAND UNIT MOVEMENT
All land units (infantry, artillery, and tanks) can move up to two territories. They can move into friendly territories to reinforce them, contested territories to battle for them, or hostile or neutral territories to attack them.
Land units that begin their turn in friendly territories can move up to two territories, but they must end their movement if and when they enter a contested territory. However, they may not move into a hostile or neutral territory unless they began the turn already adjacent to such a territory. In other words, they may move only one space to enter a hostile or neutral territory. Such land units can also be moved by transport, in which case they may either be transported to any territory within range or remain at sea.
Land units that begin their turn in contested territories can only be moved one space to an adjacent territory. The destination territory must have at the beginning of the turn either been controlled by the moving power or contained units belonging to that power. Such land units can also be moved by transport, in which case they may either be transported to a territory within range that meets those same requirements or remain at sea.
SEA UNIT MOVEMENT
All sea units that begin their turn in a sea zone that has a friendly naval base have their movement range extended by one sea zone. A friendly naval base is one that is in a territory that is either controlled by you or a friendly power or is contested and was originally controlled by you or a friendly power.
NAVAL RETREATS
Replacing the option of breaking off an attack, the attacker (never the defender) may choose to retreat from sea combat. Move all attacking sea units in the embattled sea zone to a single adjacent friendly sea zone from or through which at least one of the original attacking sea units moved this turn. This sea zone must have been friendly at the start of the turn. All remaining attacking units (excluding submerged subs) must retreat together to the same sea zone, regardless of where they came from.
UNRESTRICTED SUBMARINE WARFARE
The number of IPCs deducted from the British Empire’s or United States’ income by German submarine attacks is determined by rolling one die for each attacking submarine and totaling the results of the rolls showing a “3” or less. Any rolls of “4” or higher are ignored."