@oztea:
Trouble is we have so many various voices on the house rule issue we are going to end up with a cobbled together mess of overcomplicated historical nitpickings and useless trappings that no one ruleset will become popular.
Flash will have a version thats overcomplicated and has so many rail rules you will need to draw them on with a sharpie.
Others will have rules that require you to cannibalize pieces from 6 other A&A ganes.
I want a simple, no more than a page long, set of “intermediate” level house rules to make it feel more fun (not hyper realistic) Tech. Rails, but simple! (some units can move double distance each turn) maybe a simple morale system. A fix to the US entry and perhaps some National Objectives.
If we want an AA14HistoricalEdition it doesn’t need a rule book longer than the one that comes in the box!
Hell, who am I kidding……this house rules issue is going to boil down into some hellish overcomplicated mess no one will use, but will appreciate for its justice to history.
We need something Larry style. Small changes, like how 1940 became Alpha3
All right, all right, listen to these and tell me what you think:
Rail Lines: All land units may move up to three spaces provided they start in an uncontested friendly territory. They may not move through a non-friendly or contested territory, though they may end their movement in one. This rule applies only to Europe.
Gas Attacks: Once per turn starting on turn 3, countries can promote 1 extra attacking infantry in one territory only to the “Infantry with Supporting Artillery” box for each artillery in the territory.
American Entry: American units may not leave SZ1 or the USA until at war, and income is halved.
Königsberg: Germany starts with a cruiser off East Africa.
Askaris: Flashy-boy can explain this one.