These house rules are meant to create a more realistic game while being as simple as possible.
Anti-aircraft artillery attack and defend on a 1.
Fighters defend on a 3.
Bombers attack on a 3.
Aircraft carriers defend on a 1.
Transports defend on a 1.
Damaged battleships have to be adjacent to a friendly territory with an industrial complex to be repaired and may be repaired for 1 IPC each by the player who owns the industrial complex at the start of that player’s turn.
Fighters may intercept bombing raids and hit on a 2. Defending bombers hit on a 1, and defending fighters hit on a 2. The intercept lasts for 1 round of combat. Fighters that intercept cannot defend vs an invasion of their territory that turn.
Industrial complexes are not purchasable.
After an industrial complex is captured, it is damaged to its fullest extent.
No IPCs are lost if a capital is captured. That power continues to collect income and may produce out of other industrial complexes they own. If their last industrial complex is captured, they discard all of their IPCs and do not collect any more.
Changes to Starting Setup
Buryatia S.S.R. – 1 Anti-Aircraft Artillery
Karelia S.S.R. – 1 Anti-Aircraft Artillery
Russia – 1 Bomber
Eastern Australia – 1 Anti-Aircraft Artillery, 1 Fighter, 1 Industrial Complex
Eastern Canada – 1 Anti-Aircraft Artillery, 1 Industrial Complex
Anwei – 1 Infantry
Brazil – 2 Infantry
Sinkiang – 3 Infantry
Szechwan – 1 Infantry, 1 Anti-Aircraft Artillery
Yunnan – 1 Infantry