I think a good idea for 1914 would be to require at least 1 infantry to be stationed in every territory by the end of a power’s turn (the infantry must be from the power controlling. If they don’t, they won’t get the IPCs from this territory. Not only does it potentially make the game more historically accurate (to symbolize the need to keep civilian populations under control during wartime), but it probably also makes the game more balanced, as the Allies will probably be more burdened with this (since they have substantially larger colonial possessions).
Another simplified dogfight with 3 planes-Carrier and SBR House Rule for 1942.2
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Here is a different way of playing with Fighters.
The Carrier combat value as been change to keep balance amongst themselves: attacking against defending Full Carrier.
Hope you will enjoy.
Let me know if you ever play-test it.@Baron:
Another way to play a 1942.2 game with some elements which can simulate air-to-air combat between Fighters or against Bombers are as follow.
This House Rule keep the same principles as the opening post system:-
Fighters are having dogfight against other Fighters and Bombers and not just hitting grounds targets (as casualties chosen by owner’s) acting like a shield.
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That Strategic Bombers are weak and vulnerable against Fighters in air-to-air combat.
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But Strategic Bombers have a heavy payload of bombs against ground targets.
There is no special phase in this HR and the dogfight in SBR is consistent with the air-to-air combat value of Fighter and Bomber units.
However, it implies a few changes on combat values and cost of these units:FIGHTER
Attack 2
Defense 2
Move 4
Cost 7
Always hit enemy’s aircrafts first, if any available.
A Destroyer must be present to hit submarine.Strategic Bombing Raid Escort and Interception
Attack 2
Defense 2STRATEGIC BOMBER
Attack 4
Defense 1
Move 6
Cost 12 (Optional: reduced to 10 IPCs)
A Destroyer must be present to hit submarine.
Can make a Strategic Bombing Raid against Industrial Complex.
OPTIONAL: Every time on attack a “1” is rolled, then an enemy’s plane (either Fighter or Bomber) must be taken as casualty.**Strategic Bombing Raid Escort and Interception
Attack 1Damage on IC: 1D6+2**
1942.2 FLEET CARRIER
Attack 0
Defense 3
Move 2
Cost 14
Hit: 2 hits
Carry 3 planes (Fighters)
Damaged Carrier can still carry 1 plane.
Carriers are repaired at the beginning of the Power’s turn (Purchase and repair damage phase),
unlike Battleship which are repaired at the end the player’s turn (Placement phase).ANTI-AIRCRAFT ARTILLERY
Attack 0
Defense 0
Move NCM1
Cost 4
1 hit
Up to 3 preemptive defense @1 against up to 3 planes, whichever the lesser,(as OOB AAA) and
fire regular defense @1 against up to 1 plane on the following combat rounds.
Stop any blitz, but cannot defend itself against enemy’s ground units.
Additional units are added:
For every 2 Fighter units, you can add on the board 1 new Fighter unit.
USSR gets 1 additional Fighter unit. (1 Fg is put in Russia.)
UK gets 2 additional Fighter units. (1 Fg is put on Carrier, 1 Fighter is put in UK.)
USA gets 3 additional Fighter units. (1 Fg is put on Carrier, 1 Fg is put in Western USA and 1 is put in Eastern USA.)
Optional: You can add an AAA in China instead of a Fighter in Eastern USA.Germany gets 3 additional Fighter units. (1 Fg is put in Northwestern Europe, 1 Fg is put in Germany, 1 Fg is put in Polland)
Japan gets 3 additional Fighter units. (2 Fgs are put on each Carriers, and 1 Fg is put in Manchuria.) -

















