Finding myself with some time at hand - I'll get to post another AAR, the game is ongoing (actually has been interrupted, there has been a new game in the middle where Enrico experienced the Axis and then we got back to this one).
We play with some house rules, and almost all the optionals coded.
Excluding:
Defensive Shore Bombing: W.Allies hexes in coast are pratically non attaccable. It's silly.
Internment: Migrating the entire pilot force of Poland to UK? Really? Who even studied this rule?
HQ Movement: Too penalizing - especially for the Chinese which struggle to move Chiang around otherwise.
Unlimited Breakdown: We do not want a 3rd unit everywhere to soak losses; nor to have cheap waves of invaders anywhere necessary via cruisers.
Among the most relevant House Rules we use:
URSS cannot DoW Japan unless there is an European situation like Berlin is burning.
Reasoning behind this: Japan is toast if URSS can DoW them; as they cannot at once deal with 2 front war (China and Soviet) and prepare for the coming war with the W.Allies (Which anyhow will come, and they're oil dependant for that). By how the map is shaped Japan would simply lose more and more resources and be unable to have a meaningful impact later on; and that kind of move dictates the strategy pacing of the game, which in the opening of the war should be an exclusive of the Axis (as per Germany should not be forced into a '41 Barbarossa to save the far and distant Japan).
The map changes from the baseline game AND the insignificant penalty in US chits (compared to let's say Manchuria resources gone and a lack of advance in China, so Japan pratically playing with 4-6 resources less per turn...) cripple the game.
Custom "En-Route" interception for Strategic Bombing / Carpet Bombing.
None of us is fond of "teleporting" airplanes jumping screens of fighters in forward bases.
Meanwhile to not get headhaches we do not use it for other missions Germany production can be crippled by a swarm of bombers (which UK has pratically already produced at the start of the game).
How does it work? If a bomber in order to reach the intended target factory passes by in the interception range of a fighter, IF the fighter owner chooses to intercept, the bomber has to be placed in a factory hex in range of that fighter (and that fighter will have to intercept that specific bomber). If the fighter owner elects to not intercept with that fighter the bomber moves on - repeating the same procedure per each fighter interception range it goes through.
Minor Nation unit placement.
Only Colonial troops and the allowed ships can be placed out of the home country of a minor nation.
Poland forces have to be deployed in the Western Part of Poland.
Using Khaki in Flames extra units.
It gives nations a bit more divisions to use, which is good as long as there is a number of divisions one can use, and not a limitless amount of divisions. It also gives some extra punch in terms of offensive, adding an ENG unit to a few nations. (It would be an ARM-ENG unit but that is not coded so they're regular ENG).
Garrisons cannot Invade.
This is to offset the Khaki in Flames adding an amount of Garr-Divisions, and in general the concept that a GARR unit - division or not - is meant to be a static unit; to use a ship to go around its staticness it's quite cheap and they turned into optimal attack units to pair up with marines for landing (maybe it's intended; it just feel gamey. Use an INF instead.)
The Garrison concept is in general a defensive unit (which can move and attack nonetheless but only via land).
Russia DoW on Italy. Russia can DoW Italy if aligned with Germany, only if they can DoW Germany.
Pretty self explainatory.
Surface Naval Battles losses
We assign losses like the Air-Naval combat, but owner starts to decide what to lose. (So 1st, 3rd, 5th, etc pick are of the owner, 2nd, 4th, 6th, etc are from the one who inflicts the damage).
Carriers, CPs, AMPHs, TRS, and any loaded SCS cannot be choosed as target by regular means (you may by spending 3 points of surprise though - when the pick would be of your opponent as well).



















