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If a side has a single convoy point in a sea zone, it does not grant the opposing side a -1 to its search die roll. Rationale: We use Limited Overseas Supply. It is too difficult to keep supply open when a single convoy point grants as much as a 50% increased chance to ambush every fleet in the sea zone.
In all cases except for TERR (which are covered under another house rule), the CW may choose to build units from a specific Home Nation. The player draws randomly from the units in that forcepool from that home nation. Units built from a specific Home Nation take 1 turn longer. For example: The CW player wishes to build an Indian INF, since he expects an invasion there shortly. He elects to draw randomly from the Indian INF in his forcepool. The Indian INF drawn takes 3 turns to build instead of the normal 2 turns. Rationale: We find it exasperating and unrealistic that when the Axis is in the process of invading
England, the CW player has to build GARR and INF in New Zealand and India. This makes the CW completely unable to respond to specific threats to its Empire and takes strategy out of the hands of the player and into the realm of blind luck.
Defenders gain an armour bonus on the 2D10 blitz chart only under the same terrain and weather that attackers get such a bonus. This does not apply to AT and AA guns. Requirements for first loss during blitz attacks only apply if the attacker has chosen the blitz table. Rationale: The same mobility limitations to the attacker when attacking, say, in forest, applies logically to the defender as well, who cannot utilize as well a mobile defense, armoured spoiling attacks, or mobile reserves.
We also feel that if the defender calls a blitz, there is no reason why the attacker should lose a wheeled unit as its first loss. When the defender calls a blitz, it basically represents a willingness to conduct a tactical withdrawal.
Most cities provide an extra -1/2 to the attack die roll per factory printed in the hex (even if a factory is moved). Half point modifiers are rounded up. However, Paris and Rome never provide such a modifier. In addition, any cities in France controlled by France (not Vichy France and not Free France) do not gain this bonus. Engineers using their city bonuses treat each factor as half their normal effect. Thus, a 2 strength ENG adds +1 to an attack against a city with at least 2 factory hexes. Attacking ENG can only negate the defensive city bonuses; they cannot grant a bonus above and beyond all city-related bonuses. Rationale: We are worried that -1 per factory is too powerful in general (hence halving this bonus).
We also felt in certain cases (like France and Rome), it might unbalance the game. The historical rationale is that Paris and
Rome were declared open cities, so the lack of -1 reflects the all around desire not to see these cities completely decimated by whomever defends the city. The France rule reflects the general lack of French resistance.
The naval supply units in the US forcepool (the TRS counters with port capacity on the back) are a seperate forcepool and are not included in the normal US TRS forcepool. German Milchau Subs are a separate forcepool and are not included in the normal German Sub forcepool. Japanese Supply Subs are a separate forcepool and are not included in the normal Japanese Sub forcepool. Rationale: These units are too specialized to simply randomly draw them from a larger forcepool. It makes no sense to essentially stop the US from building mobile ports until it gets lucky or builds out its transport forcepool. These units are not accidents of design, they were intentional design decisions.
If units are on a frozen lake hex when it unfreezes, they are not eliminated. Instead, the owning player moves them to the nearest legal hex they can occupy without violating stacking limits and turns them face down if they were face up at the time the lake hex unfroze. If the units were already face down, then they are treated as Shattered. Rationale: 100,000 men being drowned by a slowly thawing lake is preposterous.
Build points allocated to Intelligence have a gearing limit just like other units. Treat Intelligence as a class of unit subject to its own gearing limits. Rationale: Intelligence operations were a long and time consuming process that did not happen in
fits and starts. In addition, the Intelligence swings become absurd in the late war of the US and CW can simply allocate 20 build points each to Intelligence one turn on a whim.
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