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Semi OT. House rules.

 
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Semi OT. House rules. - 10/4/2011 4:49:03 PM   
Ur_Vile_WEdge

 

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I was wondering what kind, if any, sort of house rules anyone played with. You know, "optional" rules that you made up on the fly but you only use in solitaire games or ones with your friends.


One I've toyed around with a few times centers around the fact that in our table, the CW almost invariably attacks Portugal on the first turn, for the whole Azores and resource, so for a few games we just tried pairing the following two ideas.

1. If an allied unit is ever in metropolitan Portugal an axis DoW phase, Germany may align Spain.

2. Somewhat variable, but usually some U.S. entry option, usually around 20-25ish (we tinkered) with a tension level around 8, Ge/IT, which allows for the U.S. or CW to occupy the Azores.


We were also toying with some kind of similar to the Soviet Border rectification options in the Baltic states which allowed Germany to just "conquer sans war" Norway, but that one was even more ephemeral. (We usually wanted some requirement for a capital ship or three in the North sea for the minor landings up around Trondheim, and bickered over how many, if any, of the Norweigan ships got to go with the CW)


Any of you guys have anything interesting/similar?

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RE: Semi OT. House rules. - 10/4/2011 6:48:23 PM   
Centuur


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From: Hoorn (NED).
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The first house rule you mention has a historical value, since an allied invasion of Portugal would only be made by the allies in preparation of an invasion of Spain itself. My personal opinion is that Franco would surely enter the war on the Axis side in the early years of the war if this did happen. In the later years, however, when the US are at war with the Axis, this probably wouldn't be the case. Franco was always focused on staying in power in Spain and wasn't that interested in other things. So if the US/CW would invade Portugal in 1943, Spain might be interested in joining the allies, just to keep Franco as the ruler of Spain...


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Peter

(in reply to Ur_Vile_WEdge)
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RE: Semi OT. House rules. - 10/4/2011 11:23:24 PM   
paulderynck


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quote:

ORIGINAL: Ur_Vile_WEdge

I was wondering what kind, if any, sort of house rules anyone played with. You know, "optional" rules that you made up on the fly but you only use in solitaire games or ones with your friends.


One I've toyed around with a few times centers around the fact that in our table, the CW almost invariably attacks Portugal on the first turn, for the whole Azores and resource, so for a few games we just tried pairing the following two ideas.

1. If an allied unit is ever in metropolitan Portugal an axis DoW phase, Germany may align Spain.

2. Somewhat variable, but usually some U.S. entry option, usually around 20-25ish (we tinkered) with a tension level around 8, Ge/IT, which allows for the U.S. or CW to occupy the Azores.


We were also toying with some kind of similar to the Soviet Border rectification options in the Baltic states which allowed Germany to just "conquer sans war" Norway, but that one was even more ephemeral. (We usually wanted some requirement for a capital ship or three in the North sea for the minor landings up around Trondheim, and bickered over how many, if any, of the Norweigan ships got to go with the CW)


Any of you guys have anything interesting/similar?



We've tried:

1) No ZOC on surprise is only for minor countries.
2) Stored oil may be destroyed at any time during the Owner’s Action Impulse as long as he does not choose a Pass action.
3) A Partisan may be destroyed at any time during the Owner’s Action Impulse as long as he does not choose a Pass action.

Lately we keep 2 and 3 and just play without the No ZOC on Surprise option.

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Paul

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RE: Semi OT. House rules. - 10/4/2011 11:30:19 PM   
lomyrin


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From: San Diego
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Our group often used a house rule that damaged ships had to reach a port as in a usual abort and could be intercepted on the way. The ship would then stay in that port with a damaged marker until repaired when it could sail again.

Lars

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RE: Semi OT. House rules. - 10/5/2011 3:55:10 PM   
ItBurns

 

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We played with air interception of shore bombardment and invasions. Its been a while since I've played it but basically after bombarment/invasions were announced any enemy aircraft in range of the hex could declare a naval attack with all the normal escort/interception rules of a ground support missions. We ended up having just one big air battle for both ground support and naval interceptions with cleared bombers going forward to the mission they declared for. The naval fleet was automatically found but dice were rolled to generate surprise points. Only the ships bombarding were involved although we allowed CV air units to play CAP without joining the bombardment.

The main reason we did this is to stop the british northern France hedgehog. We felt it was rediculus for the Stuka's to have fly out to the middle of the north sea to search for ships that were already in plain sight.

Imagine Guderians frustration, "What do you mean you can't find them? I'm staring RIGHT AT THE WARSPITE !!!!!!!

(in reply to lomyrin)
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