The rules as you state them are correct. The only way you wouldn’t be able to load and then unload a transport on the same turn is when you load your units on to one of your allies transports then you must wait until the next turn to unload them. I think if transports worked the way you wanted them to industrial complexes would become very popular in this game.
[House Rules] Keeping China Alive?
-
We’ve taken to adding 1 extra infnatry in Yunan province. Japan can still smoke the flying tiger but it requires trading initiative elsewhere by bringing at least 2 fighters to the battle. The OOB build makes the J1 demise of Yunan a formality.
I’m interested in trying out the variant (mentioned in a previous post) where the US can move the fighter to another province at setup.
-
We also have a different House rule that has proven to be very interesting:
We use the Chinese Setup from 1942 but instead of Suiyuan having 2 Inf, we add an additional Inf in Yunnan (thous having 3 Inf 1 Fig)…
The Japanese player can still opt to got for it with 3 Inf 2 Fig, but it is an evenly and very costly battle.
Having more boots in China also makes the abundance of Japanese transports in 1941 less of a problem since the Japanese player has to send a bit more Infantry to China to counter them.
We found this setup to be way more interesting and also historically accurate because China was a pain in the ass for Japan and it shouldn’t be that easy for Japan to defeat them.