1. A corps must have at least one division sized unit in it.(to avoid fake units, to avoid creating a strong defencive lines with arty and flak guns crews, some historical feeling)
I can see what you are saying here but if I had a division with 10 squads or a arty or flak with 10 guns what difference will it make? The game has a limmited number of korps to restrict making defence lines. I dont think this has a impact on the game and I would like to keep the rules more simple
2. Each HQ may air attack any single enemy Korps/HQ only once per turn. No single enemy Korps/Corps/Army/HQ may be air attacked more than 3 times per turn. (to balancing air power)
This rule is very close to the rule that is in play. I would prefer to have date limmits on airmissions but I dont think people would go for it. eg only 1 airmission/ air attack per korps in 41, 2 in 42 and 3 in 43. I think this will hinder Germany in 41 with air power becoming more powerful as the war goes on. What do players think of this?
3. A corps must have x+1 Mobile division sized units in it to plot more than two squares of movement where x=number of Infantry division sized unit in it. (to avoid an abusment of Pz Corps)
I like this as it is alot more simple but maybe a +2?
Historical rules:
1. All Soviet HQ's within 3 squares of the eastern edge of the map, are considered to be "beyond the Urals" and MAY NOT be attacked by player directed air missions, such as an airfield attacks. The air groups in these HQ's can't fight however, they must be in training mode only. This rule no longer applies once the HQ has one or more enemy korps within 7 hexes to it.
2. No Hungarian, Rumanian, or Finnish units or air groups may be sent to the West or Italian Front HQs. No Italian units or air groups may be sent to the West Front HQ. Hungarian, Rumanian, Finnish and Italian air groups must be attached to their HQ.
3. Finnish forces MAY NOT attack (but can bomard) Leningrad (40,7) or it’s supply hex (41,6). The Soviets are required to garrison Leningrad with MINIMUM 3 Divisions even though Finland may not attack. If the Germans capture Leningrad, Finnish forces are allowed to enter Soviet territory and engage in combat but they must remain on or above the 12th parallel.
4. Hugarian and Rumanian units cannot be in the same corps.
5. Players cannot change a line of command.
dont mind these except 4. this has no effect on the game and is just another rule to remember.
Some expanations.
This variant is pretty close to Lorenzo's house rules and Kingtiger rules with some changes:
1. "HQ changing" - i skip this rules becouse in ver.3.3 corps can be supplied only once a turn anyway.
2. "Panzer ploting" - my variant is a bit simpler and less strict
3. "Panzer movement" - i think that game correctly reflecting a cost of entering a mountain and swamp areas.
4. "Panzer production" - it is optional "historical" rule. You can use it if you want. I personally do not like it.
1, most people that I know of dont play with hq mules but both players could agree to this if they like it.
3, I read a great deal of war books and I would have to disagree very strongly with your views concerning mountains and swamps. I will post some information when i find it. In WiF they got there swamps right with all korps except cav being flipped and unable to move in a 2 month turn!!! In WIR, you can zip through swamps, mountains and forest at the same speed if you were on the auto barn for a minor readiness loss. maybe this rule would be better if it was optional. I would like to play test it to see its effects.
If it would work but it would not, I would like to limmit the effects of forrest also. Eg ..if a pz korps enters a forest hex its next plot must be a 0. If it can not plot a 0, it many not attack the hex
Mybe we need to group the rules in 2 parts, standard rules and optional rules??