Yeah, it’s weird to me how much each version of the game has changed some of the standard rules. BB bombardment is one of those. Transports used to defend at 1 and could be used as cannon fodder to protect your warships. Now they are defensless and the last possible casualty taken. I kind of like this rule but in a way it seems ridiculous – example, you could have 1 BB escorting 100 transports. They get attacked by a couple of submarines which get lucky shots and sink the BB with their surprise strike. Then you have 2 subs sinking the 100 transports with no fight at all.
Another change is the Tech Heavy Bombers. This one I really disagree with. In Classic, Heavy Bombers gave 3 dice to each bomber (a bit too much, I agree). Then Revised (also in Anniversary) cut it down to 2 dice per bomber. In SBRs, you added both dice for total damage and in regular combat, BOTH dice could be counted as hits. IMO this was the best option.
Then in Global 1940, they changed it to rolling 2 dice and picking the best result of the two. I totally disagree with this and in MY house, we still add both dice. This rule makes this tech more like precision bombers rather than heavy bombers. Heavy bombers carry a bigger payload so they should cause more damage (2 hits instead of 1 in combat, 2 dice worth of damage in SBRs).
I recently tried incorporating the newer units from the 1940 games into some of the older games like Revised, Europe and Pacific. At first I thought it would be a simple adjustment to the starting setup. Then I realized the battle board in those earlier games was just wrong for adding cruisers, tacs and mechs. Also, the purchase prices are quite different. Also, there are no Major or Minor ICs in the older games, just ICs whose production capabilities were directly dependant on the value of the territory. So I had to kind of ride a middle line–combat unit prices from current games but ICs @ 15 ipcs. It still wasn’t too hard to work in, but it took quite a bit more than I realized at first.