I have posted many ideas on house rules, some good, some not so. But, at a minimum, do this…
Setup: Add 1 GE CA in SZ26 - represents German presence in Indian Ocean. Setup: Add 1 GE AR in GEA - represents gun boats on Lake Tanganyika (can also add rule this unit cannot move). Setup: Change GE AR in SWA to IN. Setup: Add 1 GE IN in KAM. Setup: Add 1 FR IN in FEA. Setup: Add 1 GE SS in SZ18 - represents German presence in Mediterranean. Setup: Change 1 OE CA to TR in SZ20. Setup: Change 1 RU CA to SS in SZ21. Setup: Change UK TR to SS in SZ2. Switzerland is impassable. Mobilization territories: Following can mobilize max of 2 x IPC value, plus restrictions. Bombay: Min. build 1 unit; Cannot build ships or tanks. Munich: Infantry, artillery only. Ottawa: Min. build 1 unit; Cannot build warships. Tatarstan: Infantry, artillery only. Marseilles: No restrictions. Mines vs. Transports: Allow mine hits to absorbed by loss of a load.House Rules
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How about making AA guns transportable (is that a word?). – i.e. they can be transported at the capacity of 1 aa per transport. Also, when the transport is attacked while the aa gun is loaded – the AA gun fires as usually. The AA may not be taken as a casualty … and if the transport is sunk – so too is the AA. This is similar to the W@W rule (I think?).
This gives AA guns an added feature … and allows an added method of protecting your transports and other navy units.
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How about making AA guns transportable (is that a word?). – i.e. they can be transported at the capacity of 1 aa per transport. Also, when the transport is attacked while the aa gun is loaded – the AA gun fires as usually. The AA may not be taken as a casualty … and if the transport is sunk – so too is the AA. This is similar to the W@W rule (I think?).
This gives AA guns an added feature … and allows an added method of protecting your transports and other navy units.
I think that is how 1st Edition rules go too…
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Your right Guerrilla Guy, but they cant shoot out of the transport





