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).
Rail Station 3d unit and house rules
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Each Nation may move up to 2 ground units from one rail station to another during the non-combat movement phase. An uninterrupted line of controlled territories must connect rail stations. Only units that have not moved during other phase may use rail. Units may not move prior to, or after using rail.
-may be built in non-factory territories
-may destroy own rail station
-may be strategically bombed and destroyed
-stations need to be connected by rail road markers, marker per territory cost 1ipc.
-may be captured
-cost 12ipctwo sizes in rail stations pictured. I have these on my shapeways store.
https://www.shapeways.com/shops/war-game-miniatures


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Does your house require 2 purchases of 12 IPCs…or does one purchase constitute a start and stop point.
I only really see this benefiting Russia in Global 40 as a way to get those 18 infantry / 2 AAA guns back to Moscow real quick.
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(1) payment of (12) or two of (6).
-Japan uses them with the vast territory of China and Russia
-Germany to the front line in Russia
-Germany to Southern Itlay for transport to Africa
-UK, South Africa to EgyptIf you play with any of the varients, that have more territory , these can be more useful





