There are a total of 73 options not counting the options on off map and other maps.
1.10 Optional Rules and Units (Rules 22. Optional Rules and 22.4 Optional Units)
X.X.1 Option 2: Divisions
Each division type goes into a new force pool. ARM and MECH divisions count against Armour gearing limits. CAV divisions count against cavalry gearing limits. Other divisions count against infantry gearing limits. Divisions are not restricted from being built ahead (see 13.6.5 Building units) if their equivalent corps type is still available in the force pools, and vice versa.
X.X.2 Option 3: Artillery
If you are playing with this rule, there is a new gearing limit class - artillery.
X.X.3 Option 5: Fortification Units
Fortification units are a new gearing limit class.
X.X.4 Option 6: Supply units
Supply units are a new gearing limit class.
X.X.5 Option 7: Engineer Divisions
Some engineer divisions (ENGs) are motorized and receive the benefits of being motorized. Some other engineers have the same special abilities as MAR units. You can play engineers as combat and/or construction engineers.
X.X.6 Option 8: Flying Boats
Flying boats can only stack in a coastal hex (even if the coast is only on a lake).
X.X.7 Option 9: Replacement Naval Units
A few naval units have a gold box around their availability year. In a later year, replacement units will turn up for these units. Their availability year will also be shown in a gold box.
X.X.8 Option 10: Territorials
Some major powers and minor countries have one or more territorial units available in the force pools from the start of the game.
X.X.9 Option 11: Limited Overseas Supply (SiF)
You can only trace a supply path overseas if each sea zone you trace it through contains a friendly convoy, TRS or AMPH.
X.X.10 Option 12: Limited Access Across a Strait
Resources can’t be transported nor supply traced, if the presence of enemy units would prevent you tracing an overseas supply path into that sea zone.
X.X.11 Option 13: Emergency HQ Supply
You must announce the HQ providing emergency supply before any unit can gain this benefit.
X.X.12 Option 14 Synthetic Oil Plants
The synthetic oil units represent plants designed to turn coal into fuel oil. Such plants were built extensively by Germany during the war but also to some extent by Japan.
X.X.13 Option 15: Off City Reinforcement
If you can’t place reinforcement anywhere without breaking the stacking rules, you may put it into a hex you control (not in an enemy ZoC). You can’t do this with naval units.
X.X.14 Option 16: Recruitment Limits
Each turn, and in addition to any MIL, only 1 land or aircraft unit may be placed in each eligible city. Each turn, only 1 naval unit may be placed in each eligible port.
X.X.15 Option 17: HQ Movement
HQ-A and HQ-I spend one additional movement point for the first hex-side it crosses that is not along a railway.
X.X.16 Option 18: Bottomed Ships
When applying results against units in a port, a result of ‘X’ (or 2 ‘D’ results) only destroys the target if you roll less than or equal to half its defense factor.
X.X.17 Option 19: In the Presence of the Enemy
It costs a surface naval unit 2 points of its movement allowance to enter a sea zone that contains a CV (with a carrier plane), SCS, or aircraft unit controlled by an unsurprised enemy major power it is at war with.
X.X.18 Option 21: Task Forces
You can create a task force before any naval movement. Simply move the units to the task force display and replace them with a task force marker. You can transfer units out of an existing task force into a new task force in the same place.
X.X.19 Option 22: Bounce Combat
When the result of any air-to-air combat is a "DC", the defender may choose to implement it normally or may instead convert the result into a "bounce" combat.
X.X.20 Option 23: V-weapons and Atomic Bombs
V-weapons and A-bombs form a new force pool. They are a new class for gearing limit purposes. Production of A-bombs and V-weapons cannot be accelerated.
X.X.21 Option 24: Frogmen
The Italian frogmen and Japanese and Commonwealth mini-sub units are the same unit type for all purposes. We call them all “frogmen”.
X.X.22 Option 25: SCS Transport
You can transport 1 non-motorized infantry class division on each SCS.
X.X.23 Option 26: Amphibious Units
Amphibious units (AMPH) form a new force pool. They count against ship gearing limits.
X.X.24 Option 27: CV Search
Modify the search number according to the longest range among the carrier planes on undamaged committed CVs in a box of a sea zone.
X.X.25 Option 28: Pilots
Pilots are separate from their machines and must be trained separately. The number of pilots limits the number of aircraft allowed on the map.
X.X.27 Option 29: Food in Flames
For each of Australia, India and South Africa where one or more resources are transported to a factory in Great Britain this turn, add 1 production point to the Commonwealth total.
X.X.28 Option 30: Factory Destruction & Construction
This allows new factories to be destroyed and constructed.
X.X.29 Option 31: Saved Oil Resources & Saved Build Points
You can save oil resources and build points you did not wish to use.
X.X.30 Option 32: Carpet Bombing
Carpet-bombing let’s your strategic bombers destroy enemy land and aircraft units, not just turn them face down.
X.X.31 Option 33: Tank Busters
Tank busting aircraft have enhanced attacks against MECH, ARM or HQ-A unit.
X.X.32 Option 34: Motorized Movement Rates
You use the motorized cost on the terrain effects chart to enter each hex.
X.X.33 Option 35: Non-ATR Air Transports
Any aircraft with a white range circle can fly an air transport and paradrop missions.
X.X.34 Option 36: Large ATRs
Large ATRs were capable of transporting 2 infantry class divisions (except MAR or MOT), or 1 other infantry class corps, or army (except HQ, MAR, MOT or PART), or 1 supply unit.
X.X.35 Option 37: Railway Movement Bonus
A land unit pays 1 less movement point (minimum 1) to enter a hex when it moves, or advances after combat, along a railway (but not a road).
X.X.36 Option 38: Defensive Shore Bombardment
The defending side can also use shore bombardment.
X.X.37 Option 39: Blitz Bonus
This allows additions or subtractions to the land combat die roll.
X.X.38 Option 40: Chinese Attack Weakness
Nationalist Chinese land units attacks are reduced by half.
X.X.39 Option 41: Fractional Odds
This allows you a fractional chance of increasing the odds.
X.X.40 Option 42: Allied Combat Friction
This simulates the lack of coordination between the Allied forces during the war.
X.X.41 Option 43: 2die10 Land CRT
This table replaces the standard combat tables included in the combat charts.
X.X.42 Option 44: Increased Aircraft Re-base Range
This allows an increased rebase range and restrictions.
X.X.43 Option 45: Variable Reorganization Cost
The cost to reorganize is changed depending on the unit.
X.X.44 Option 46: Partisans
Partisans are units that appear in countries that have been conquered (and in some you are still fighting). Some countries can have partisans no matter who controls them.
X.X.44 Option 47: Isolated Reorganization
You trace the path in the same way as a basic supply path, including via overseas supply paths except that it can be of any length.
X.X.45 Option 48: Oil
If you are playing with this option, you only automatically turn units face-up during the final reorganization step if they are not oil dependent. To flip oil dependent units, you must spend oil resources.
X.X.46 Option 49: Hitler’s War
This adds a variation where the major powers planned for the war.
X.X.47 Option 50: USSR-Japan Compulsory Peace
If the USSR and Japan go to war they can be forced to go to peace. This is only possible once.
X.X.48 Option 51: En-rout Aircraft Interception
Instead of only being able to intercept a bomber at its target hex, this option lets you intercept it along the way.
X.X.49 Option 52: Night Missions
When an aircraft or carrier plane flies a mission, you can announce that it is flying a night mission (except Naval Air Combat and Port attack Missions).
X.X.50 Option 53: Twin-engine Fighters
In air-to-air combat during the day, all front fighters with an orange air-to-air rating achieve one result less than normal when the front enemy fighter in the combat does not have an orange air-to-air rating.
X.X.51 Option 54: Fighter-bombers
Reduce the air-to-air rating of the front bomber by 1 if it is a FTR.
X.X.52 Option 55: Outclassed Fighters
Back-up fighters only increase your air-to-air strength when their modified air-to-air rating is at least half of the modified rating of the front opposing fighter.
X.X.53 Option 56: Carrier Plane Units
A CV’s carrier plane is represented as a separate unit. A carrier plane unit has the values shown on the counter, not those calculated from the CV’s air component. The CV’s air component does not increase over time as in the standard game.
X.X.54 Option 57: Limited aircraft interception
In addition to Fighter Intercept limitations, a fighter cannot intercept if it is flying further than the longest distance flown to the hex/hex-dot by any enemy aircraft.
X.X.55 Option 58: Internment
A minor country aircraft unit can re-base into a neutral minor country. An aircraft unit that does that is destroyed but the pilot survives.
X.X.56 Option 59: Flying Bombs
Some aircraft (specifically designed) were only to be flown once. In effect, they were flying bombs.
X.X.57 Option 60: Kamikazes
The Japanese player can declare a kamikaze attack in any Naval Air Combat.
X.X.58 Option 61 Offensive Chits
An offensive chit represents the assembly of large quantities of supplies and replacements for a major offensive.
X.X.59 Option 62: The Ukraine
The Ukrainian army represents the forces that could have been raised by both sides if a more tolerant attitude had been displayed towards the Ukrainians. At the start of the game, all Ukrainians are removed from the game.
X.X.60 Option 63: Intelligence Operations
During the intelligence step, active major powers can attempt to gather intelligence.
X.X.61 Option 64: Japanese Command Conflict
Throughout the war, the Imperial Japanese navy fought a series of bloody disputes with the Imperial Japanese army. They fought over everything from resource allocation to the strategic direction of the war. You would need 2 Japanese players to reflect that result but this rule will complicate the Japanese player’s life a little.
X.X.62 Option 65: Ski Troop Divisions
Ski troops don’t have to stop moving if they enter an enemy zone of control in snow or blizzard.
X.X.63 Option 66: The Queens (Rule 22.4.4 The Queens Option 66 (SiF))
This unit represents two converted passenger liners (Queen Mary and Queen Elizabeth) that were justly famous for their speed. You use it like a faster than usual TRS except that it cannot transport HQ-A, ARM, MECH, artillery or aircraft units. The Queens can replace a TRS unit from the start of a scenario.
X.X.64 Option 67: City Based Volunteer’s
There are several units with the name of a city printed on their back in AfA, AiF, LiF and PoliF. These counters represent volunteers who fought or potentially would have fought for the major power whose background color the counters share. As examples, Vlassov was a successful Soviet general who defected to the Germans after his capture, the SS recruited personnel from the occupied areas and Japan used some Chinese and potentially would have used some Indians or Siberians as well.
X.X.65 Option 68: Siberians (Rule 22.4.7 Siberians Option 68 (AfA))
Each Siberian unit can replace a Soviet INF unit from the start of a scenario. In 1939 games, they must start on the Asian or Pacific map. In other games, they can start anywhere. You decide after set up which units, if any, you wish to replace. Put any Siberians you don’t start on the map into the INF force pool.
X.X.66 Option 69: Naval Supply Units
Naval supply units Upgrade and downgrade minor ports.
X.X.67 Option 70: Guards Banner Armies
The 8 Russian armies included in LiF are Guards Banner Armies. These are kept as reserves, but do not arrive when other reserves do.
X.X.68 Option 71: Chinese Warlords
The Chinese warlord units represent forces loyal to one particular Warlord in China rather than the central Government
X.X.69 Option 72: Partisan Headquarters
Tito and Zoya K. are treated the same as any other HQI except that you cannot purchase them.
X.X.70 Option 73: Heavy Weapons Units
During the war, most countries upgraded their units with heavier weapons in an attempt to gain an advantage over their opponents.
X.X.71 Option 74: Air Cavalry
Air Cav (ACV) units are a new unit type.
X.X.72 Option 75: Light Cruisers & Rough Seas
The light cruisers in CliF replace those provided in World in Flames and depict every CL and CAA of WWII.
X.X.73 Option 76: Convoys in Flames
This SiF option introduces several units that represent in greater detail the naval battles conducted against merchant marine shipping, especially battles by and against submarines.