Here is my main influence for the preceding house rule:
@Uncrustable:
well talking about letting subs choose on 1s and cruisers hit air on 1s, then why not use the below?
No single unit is OP because they all have an ability one dice rolls of ‘1’
Follow below on dice rolls of ‘1’ in combat
––Super Submarines (or maybe regular subs?) on offense only can choose surface target hit (TRN, CV, CA, BB) cannot choose destroyers or other subs, transports are valid targets (maybe regular subs can only choose on offense but super subs can choose on both offense and defense?)
----Destroyers on offense and defense can choose a submarine hit (SS)
----Cruisers on offense and defense can choose an aircraft hit (FG, TAC, STRT)
----Battleships on offense and defense can choose a surface target hit (TRN, DD, CV, CA, BB) transports are valid targets, may not choose submarines
----Tanks on defense and offense can choose ground hit (INF, MECH, ART, ARM, AAA)
----Fighters on defense and offense can choose air hit (FG, TAC, STRT), does not apply to SBR escort/intercept
––Tactical bombers on offense and defense can choose ground target (INF, MECH, ART, ARM, AAA) Land combat only, cannot choose naval targets
––Strategic bombers on offense only; the defender will choose 2 hits instead of one (Bomber killed 2 guys instead of 1) Land combat only, does not apply to naval combat or any SBR
NOTE: BBs cannot choose subs, Cruisers choose aircraft, subs and BBs can choose transports, DDs become even more sub hunter/killers
Also NOTE: the units we already see purchased alot of (INF/ART/MECH/DD/CV) receive little to no boost
Submarines on the other hand may become very powerfull on offense, which is why i seriously consider restricting it to super subs only, and on offense only
This is a very simply and effective/historical way to bring more diversity to the game and reward dice rolls of ‘1’
However, I better see how it can create an unbalancing effect, specially against AAA unit.
By making plane able to destroy other plane every round on a roll of “1”, it make them far better unit than AAA for 10 IPCs only.
And it becomes worse when we add my Air Supremacy HR because the casuality can be apply to any unit.
That’s why, I prefer to add the following “to the first round only” restriction to the preceding HR :
**For the first round only,
attacking fighters on roll of “1” can pick his casuality against any aircraft, whether Fgt,TacB or StratB. And for any TacB which is attacking @4, if it rolls “2” or “1” then it is a hit against aircraft.
If there is none, then the player can pick any other unit of his choice.
Attacking bombers on roll of “1” can only pick ground unit casuality instead of picking plane.**
For the first round only, any defending TacB on roll of “1” and any Fighter on a roll of “2” or “1” can pick his casuality � against any aircraft, whether Fgt,TacB or StratB.
If there is none, then the player can pick any other unit of his choice.
AAA defense are still roll before the regular combat phase as OOB rule, so some attacking aircrafts can already be down before being able to roll any dice.
Now this Air Supremacy and Aerial combat over naval and ground combat is integrated in the first round of the battle. It can be as damaging as any SBR or TacBR, no more, no less.
Addendum: The ennemy which can pick 1 casuality, do it at the end of all those selected by the owning player.
So, if a player got 1 hit while having Air Supremacy in a naval battle, and the other player choose to damage 1 battleship amongst other casualities, then this BB can be selected and sink by the other player.