The following are, I believe, new ideas on some existing rules. Some of this is original and some, like many House Rules, has been borrowed and adjusted from other ideas. Rip it apart, nothing is taken personal. These rules, except the Partisan Rule, work together and, I hope, brings some Historical Realism to the game while remaining balanced.
Partisans – In a newly captured Victory City or Capital, the conquered nation may make up to 3 special attacks against the enemy in the occupied Victory City or Capital, rolling a 1 for a hit. This is at a 1:1 ratio. EXAMPLE: if a Victory City or Capital is taken by only 1 unit, or only one unit survives, regardless of value, then only 1 attack may be made, and so on. This occurs ONLY once and must be done during the conquered nation’s next turn. This situation will only occur for the nation it is originally owned by. For instance, If Germany were to capture Moscow and then Russia took it back, there would not be a Partisan uprising against Russia, in
that case. One exception to this rule is Shanghai. If an Allied Nation captures this Victory City no Partisan uprising will take place, Shanghai is originally owned by the Chinese.
Airborne – (A1-D2-M1)
- Cost 16 IPCs/Division, 4IPC/Replacement.
- Receive a +1 attack each combat round when conducting an Airborne Assault by a transport plane (1 per plane).
- While moving in normal land combat they will be considered regular infantry.
- Airborne units will not have an Artillery bonus while conducting an Airborne Assault, however, they will receive the Artillery bonus when conducting a normal attack, as they will be acting as normal Infantry in these cases.
- If victorious, for the next round only, they will defend at a 3.
- A maximum of 5 Airborne Divisions may exist, per country, on the board at a given time.
- These units must be grouped together in “packs” of 4 individual units, to represent Divisions.
- Once all 4 units of an Airborne Division are destroyed, the Division is destroyed and may not be replaced.
- Divisions may not purposely weaken themselves to replace units in another Division.
- Replacements may be purchased at 4 IPCs each. They may be utilized to replace lost units within an Airborne Division, up to 4. If, once purchased, the intended Airborne Division is destroyed before the new Airborne unit reaches its division, they may replace a unit in a different Division, if needed. If not needed they may be held in reserve on any friendly territory with a Airbase or Factory. They will act as standard Infantry for the purpose of defense, in this case. They will not have the defense bonus vs an Airborne Assault until they rejoin an official Airborne Division. They cannot attack when in reserve.
- Reserves may not be bought until an Airborne Division needs a replacement. “Stockpiling” replacements is not allowed. If a replacement is already in reserve, it must be used before a new replacement is purchased.
Marines – (A1-D2-M1)
- Cost 16 IPCs/Division, 4IPC/Replacement.
- Receive a +1 attack each combat round when landed as part of an amphibious invasion (2 per transport).
- While moving in normal land combat they will be considered regular infantry.
- If paired with Artillery or Self-Propelled Artillery, during an Amphibious Landing, starting from the 2nd combat round, they will attack at a 3, all Artillery will still attack at their normal level.
- Marines defend at a 3, all the time, vs an amphibious assault, during the first round of combat.
- A maximum of 5 Marine Divisions may exist, per country, on the board at a given time.
- These units must be grouped together in “packs” of 4 individual units, to represent Divisions.
- Once all 4 units of a Marine Division are destroyed, the Division is destroyed and may not be replaced.
- Divisions may not purposely weaken themselves to replace units in another Division.
- Replacements may be purchased at 4 IPCs each. They may be utilized to replace lost units within a Marine Division, up to 4. If, once purchased, the intended Marine Division is destroyed before the new Marine unit reaches its that division, they may replace a unit in a different Division, if needed. If not needed they may be held in reserve on any friendly territory with a Naval Base or Factory. They will act as standard Infantry for the purpose of defense, in this case. They will not have the defense bonus vs an Amphibious Assault until they rejoin an official Marine Division. They cannot attack when in reserve.
- Reserves may not be bought until a Marine Division needs a replacement. “Stockpiling” replacements is not allowed. If a replacement is already in reserve, it must be used before a new replacement is purchased.
Air Transports - (A0-D0-M4) – Cost 2 IPC. Necessary to deploy 1 paratrooper into a ground combat attack. Subject to air movement restrictions and AAA; follow sea transport rules for pick-up/drop-off and defense. When not being utilized for an Airborne Assault it may transport 1 Infantry, Marine, Airborne or Artillery unit.
Amphibious Landings - Tanks attack at a 1 and Artillery cannot attack on the first round of combat when making an Amphibious Landing. If the combat lasts more than one round, they attack normally on all subsequent rounds. Artillery also cannot support Infantry, Marines or Airborne units, to raise their attack value to +1, on the first round of combat during an amphibious landing. Tactical bombers may not be paired with a tank to raise their attack value to 4 on the first round of combat when the tank unit is making an amphibious landing. Tactical bombers can, however, still be paired with fighters to receive the bonus. On the first round of combat all Land Technologies, an attacking Nation may have, are negated, except for Self-Propelled Artillery, which like Tanks, attack at a 1. Techs are activated and Self-Propelled Artillery attack normally on all subsequent rounds. Artillery can begin to support starting on the second round of combat. During an Amphibious Landing, and after the 1st round of combat, Marines get the stacked bonus of an Amphibious Assault and Artillery (if present), increasing their attack value to 3, until the end of that combat round.