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.Global rule - Operative airbases extended range limited to 3 planes
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There are a lot of goofy moves and strategies that come from being able to move an unlimited number of planes an extra space when they start on an airbase (e.g. German all bomber strategy; Japan India crush).
So here is a rule to bust it:
An airbase with no more than 2 damage points can extend range by 1 space for up to 3 planes; not unlimited planes as in the standard rulebooks.
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If an airbase has more than 2 damage points would therefore be 3 or more which means it’s not functional at all.
I think 3 is too restrictive.
I would be ok with trying a house rule that requires:
1. Air Base is completely damage free for any extra movement range period.
2. 3 plane types could move an extra movement point; not unlimited… So, 3 bombers, 3 tacs, 3 fighters…ect.





