I like the way this is going, but some limits should be in place so things don’t get out of hand.
- I agree air bases should be allowed to scramble to adjacent land tt or sz. If you allow unlimited scramble, you may be creating super stacks. How hard would it be to take Moscow if Russia and UK had 10 ftrs each protecting just 10 inf in front of them in multiple tt. Maybe only allow 3 air units (maybe even 6 w/upgrade or tech) to scramble from such tt. Instead of one AB being able to scramble say a dozen air units into multiple tt, you would need to invest in bases to get more air units into the air. If each ftr/tac represents say 50 units, that would be 150 planes, how many could they actually get up to def from one AB.
I’ve not liked the unlimited scramble from island bases (not realistic to be able to put that many units in the air IMO) but I could live w/2x the units for islands then for coastal/land AB. If you use some kind of cap then SBR could be worked in similar to minor IC’s and production.
- Going back to UK/USA being allowed to move units onto Russian soil, I would like to see some kind of lend lease instead. Maybe allow limited allied air units to come and go to attack Euro axis or to def AB (maybe they must land only on tt w/AB), but no allied ground units on orig Red tt. You could either send ipc’s or do limited ground unit conversions. I prefer send $ or build red units at home (not from newly built IC) then send them.
3a) I don’t think you should give mech a +1 when paired with a tank. You already get tacs +1 paired with tanks or ftrs. I like the Mech can tow an art 2 spaces. That would give both units more meaning (but shouldn’t be allowed w/def retreat).
3b) I would be on board w/art getting a pre-empt strike @ 2 against amphib, every round that it is paired with an inf. (enemy casualty doesn’t fire back) Many people like this house rule.
- Def retreat is very intriguing. I hear some say only 2 move units or air should be allowed to retreat after the 1st round, and it makes sense. I also hear the plea that some inf could get out as well, but art would have a tough time. I’m not sure if I like the fact that the enemy (defender) could always save his more valuable units to set up a counter strike. If you allow these 2 move units to def ret, then you should allow the aggressor to retreat them (or attack on) from the front as well (maybe only if they still have one move point left).
For def ret why not role dice after the 1st round to see which units are eligible for def ret based on there def roles. Bmr would need a 1, mech inf, inf & art would need 2 or less (roll all at once, retreat in that order starting w/all mech etc…), tanks would need 3 or less (50/50), other air units would just be able to retreat or stay (no roll). I know it doesn’t save time, but at least you would not be allowed to save your $ units every time. You could roll just your 2 move units (rd#1), any inf or art would not get the option until rd #2 if they are still alive.
5a) I have not used any in port rules before. Your really talking about a sz (harbor) w/in a sz. I would think that ships considered in port would spend a movement point by coming out of port, but not going into port? If you need to repair a ship you just need to reach the sz w/port and declare you are now in port (maybe move the ship(s) to a named port card to distinguish). When you decide to leave the harbor you then use 1 movement point to get back to the (outer) sz w/port (on the playing board) so you can only move 2 more sz once you leave port in your turn. Of coarse if you are dislodged on your enemies turn, you should still get your 2 moves, unless one of your allies liberated the tt w/port before your turn comes around, then you would get your full 3 moves I would think.
5b) I would think that enemy ships should be allowed to come into your (inner) harbor sz and attack ships in port along w/air units, as long as they clear the (outer) part of the sz 1st. It would normally take two turns to do this if the power going into port left a DD in the (outer) sz, unless the enemy could arrange a can opener. Even then with allowing scramble from any AB you could still def yourself in both turns. I also think that if ships are attacked in port then the port itself should be allowed to fire at enemy ships each round at 2 (1 shot each round) shore gun. Any AA gun on the tt w/NB should also be able to fire at planes attacking ships in harbor (inner sz). The AA gun could not be used for both naval def & def of the land tt ground troops however. (maybe w2 AA guns you could do both?)
Edit: I see you have given NB ports AA cover in your orig post to cover your navy in port IL, so you have covered the last part of my post. I would still like to be able to attack ships in port w/navy once you have have cleared the outer part of the sz, in your next turn. You would still be able to def your self a little better in port if you allow shore guns. I know some would argue that ships in port would not be able to def them selves as well and should get their def rolls modified down. I could live with that I suppose. On the other side of the coin there should be a price to pay for enemy ships coming into your harbor as well, so maybe your ships def shouldn’t be nerfed?