Communist China!

Have fun coming up with rules for this one, it’s a brain burner. Best I can do off the top of my head: One simple version, one muuuuch crazier version:
Simple Version:
8.0 Communist China:
8.1 Communist China (CC) is a controlled Pro-Allied Minor power, moving with and controlled by the Soviet Union.
8.2 At the end of the Soviet Union’s turn, place 1 additional CC infantry in one CC Territory, up to a maximum of 3. If no CC Territory exists with less than three Infantry, place one Artillery unit in any CC Territory instead, again up to a maximum of three.
Crazy Version:
8.0 Communist China & the Comintern Alliance:
8.1 If Communist China (CC) is included in the game, then the Soviet Union and CC become a third, separate Alliance called “The Comintern”:
- 8.1.1 The Comintern no longer wins and loses with the Allies.
- 8.1.2 Comintern units may no longer share territories or Sea Zones with Allied powers, and vice-versa.
- 8.1.3 Combat between the Comintern and the Allies (and the Axis) is possible.
- 8.1.4 Whenever the Comintern attacks a Neutral Territory, there is no ‘re-alignment’ roll for other Neutrals.
- 8.1.5 The Comintern wins the game if a round ends with the Soviet Union and/or CC in control of 6 or more victory cities, including every USSR home Victory city.
8.2 Communist China (CC) is a Minor Comintern Power controlled by and moving with the Soviet Union.
8.3 All Comintern-controlled Territories in China become CC-controlled.
8.3 At the end of each Soviet turn, CC places one infantry plus one additional infantry for every two original Chinese territories they control, rounding down. Place the infantry units in any CC Territory.
8.4 If any CC territory borders a Soviet-controlled TT, the CC may place one of the above infantry units as an artillery unit instead, placing it in any CC territory connected in an unbroken chain of Comintern territories to that Soviet territory.
8.5 If there are no communist forces remaining on the board at the end of the Soviet turn, place no CC reinforcements. Instead select an original Chinese territory adjacent to a Soviet territory, and roll a d6. On a 3 or less, Place one CC infantry and one CC artillery in that territory; combat will ensue here as applicable in later turns.
Roundels (print @ 4x6in):
