War in Russia version 3.3 and Possum V.6 mod – House Rules 1. Each player must save his turn only after the combat phase. 2. A unit can change its parent HQ only before receiving special supply and a unit may receive special supply only once per turn. 3. When a ground unit enters an enemy controlled mountain or swamp hex it must stop and cannot attack further (but only make static attacks from the hex where it stopped). During blizzards and snow turns swamps are frozen and treated as clear terrain. An infantry unit can move normally through mountains if the number of mountain divisions are at least equal to that of infantry divisions. 4. Units advancing across an enemy controlled river hex must stop all movement for one plot (So a mobile unit moving eastwards should plot “06666”; move 4 hexes total, and a non mobile unit should plot “066” instead of “66”) unless the river-crossing happens over a rail bridge– one rail connected to the same rail line across the river, in which case movement is normal. During blizzards and snow turns rivers are frozen and treated like clear terrain. 5. All Soviet HQ’s placed within 3 hexes of eastern map edge are considered to be “beyond the Urals” and as such may not be attacked by Axis aircraft missions. However, Soviet air groups within such HQ’s must be put in training mode only and cannot fight. This rule no longer applies whenever an Axis unit comes within 3 hexes of such HQ’s 6. A HQ must retreat, if possible, if an enemy combat unit comes adjacent to it. No HQ can be used on front line or to defend key points, like cities or rail hexes. 7. No player may have more than 1 heavy tank factory for every 2 light or medium tank factories, rounded up (For example 7 light or medium factories allows 3 heavy tank factories). 8. Finnish units may not attack the city hex immediately north of Leningrad, Leningrad itself and its supply hex (hex 41,6). Finnish units may not advance or attack south of the Svir river east of Lake Ladoga until released by German capture of Leningrad. Soviet player is to garrison Leningrad with minimum 3 divisions and the city hex immediately north of it with minimum 1 division even though Finnish forces would not attack. If Germans capture Leningrad, Finnish forces are allowed to enter Soviet territory and engage in combat, but they must remain on or above horizontal hex row 11. No land or air attack outside Finnish territory until released. This restriction is lifted if the Soviets perform air or ground attacks against Finnish units or enter Finnish territory north of Svir river or north of Leningrad). 9. No Hungarian, Romanian and Finnish units can be sent to West or Italian Front HQ’s. Italian units cannot be sent to West Front HQ. 10. Hungarian, Romanian and Italian armies have each a motorized corps (in Possum mod). They operate as German panzer corps but appear as infantry corps due to limited unit pool and can move up to 5 hexes, unless there is any infantry division, in which case they can plot only 2 hexes. 11. Units out of supply behind enemy lines with no friendly supplied units within 10 hexes must be destroyed by the other player within 2 turns of being notified to do so by the owning player. 12. The Soviet player has to inform the German player if factories are captured – type and quantity. 13. An armored corps/army must have at least 2X Panzer/Tank, Motorized, Panzer Grenadier (PZG), Mechanized or Cavalry division in it to plot 5 squares of movement where X is the number of non-mobile divisions (So if a Panzer/Tank Corps has 1 non-mobile div, then it must have at least 2 mobile divs to be able to plot 5 hexes).  If an armored corps does not meet this requirement, it can only plot 2 squares as if it were an infantry corps/army. 14. No airfield, city or combat unit can be attacked, strategic bombed or interdicted more than 3 times per turn. 15. A certain HQ can only perform 3 air missions of the same type