
Disclaimer: Axis & Allies is a registered trademark of Milton Bradley. The use of their trademark 'Axis & Allies' by Tacit Memnos Infinitum is not approved by Milton Bradley.
Milton Bradley’s Optional Rules
1. USSR does not get the Combat Movement and Combat phases.
2. Germany gets Jet technology; Japan gets Super Submarine technology.
3. No New Factories.
4. USSR - No trespassing by UK or USA forces; Economic Penalty rule
5. The Straits - The rules of the waterways.
9. AAGuns - Coastal Battery, Anti-tank Guns, Artillery
Milton Bradley’s Optional Rules [Top]
Of these the only one I would use is #1 - the USSR still gets to place and move units but Germany has all of its initial airpower. Germany can be aggressive and delay the UK and US entry of units into Europe. It slows down the game in the west while in Asia Japan is not really effected. This does alter the game enough to give the Axis a large advantage, if played right Japan and Germany will converge onto Russia by turn four or five.
1. USSR does not get the Combat Movement and Combat phases.
This is very useful for the Axis as it throws the initiative to Germany on the Eastern Front and saves Germany’s Fighters to concentrate on the UK Fleet; and also saves Manchurian forces for Japan’s efforts in Asia. For the USSR it gets to fortify some of its positions and prepare for a German assault.
2. Germany gets Jet technology; Japan gets Super Submarine technology.
A slight advantage for the Axis. Jets are good for defense but Germany will only have one or two per territory and hardly ever get to use these. Japan's Submarines are good to have as well but many games only have a few naval battles at most.
3. No New Factories.
Initially thought up as an advantage for the Axis as it prevents the UK from building an Indian, Canadian, or Australian Factory or the US from building a new Factory in, say, Finland-Norway or China. However the real effects are to stop Japan from building Factories in Manchuria, Indo-China, Kwangtung or India. This limits Japan from any all out major offensives in Asia within the first few game turns. It forces Japan to produce a Transport fleet in order to funnel Infantry onto Manchuria (bridging) thus deciding that Japan will have a large fleet.
Tacit Memnos Infinitum’s Optional Rules [Top]
These rules are a collection of rules I have made up or seen on the internet and some borrowed from Xeno Games and Gamer’s Paradise. Any borrowed rules may have been adapted or changed to the rules that follow.
4. USSR - No trespassing by UK or USA forces. [Top]
The UK and USA can not station troops on any original USSR territory unless the USSR’s capitol is in Axis control. Aircraft can use Soviet territory as a landing zone when calculating range. However any units flown to or landed in the USSR are lost. They are interned for the duration. The USA or UK can attack Axis positions in the USSR (original territories) but after the battle all remaining US or UK forces are removed and Axis markers are removed if the territory was won back.
Example: USA has a Fighter in India, Japan controls Sinkiang and China. The USA needs Fighter support for an amphibious landing in Manchuria. The range to Manchuria is three and the fourth movement lands in Yakutsk SSR. The Fighter is used in combat and if it survives it lands in Yakutsk and is lost.
Example: Germany controls Karelia SSR with 4 Infantry and 3 Armour. The UK plans an amphibious assault on Karelia and lands 6 Infantry and 1 Armour and uses 4 Fighters and 2 Bombers. The UK wins the battle with 1 Infantry, 1 Armour and all Aircraft surviving. The Aircraft are landed (Non-Combat Movement). The German marker is removed and then the two remaining UK Infantry are removed from the board. The USSR again controls Karelia and can build men on the Industrial Complex there on the USSR's turn.
USSR under Axis control: If Russia is under German or Japanese control, any UK or USA controlled territories become part of their respective empires. I.e. USA controls Karelia SSR then it receives 3 IPCs from Karelia and a USA marker is placed there. When the USSR is liberated all foreign forces are prohibited from entering Soviet territory, but they can exit these territories and can attack enemy forces that occupy Soviet territory. These forces will then be removed after combat.
Example: If the USA controls, say, Soviet Far East, and the UK has just liberated Russia (from Karelia). Then all UK and USA markers are removed from USSR territory. The USA can not enter any Soviet territory. The US forces can move out of Soviet Far East (occupied territory) or can stay there and remain active i.e. can defend against Japanese attacks, but these forces can not be reinforced (NO USA forces added to any USSR territory). Similarly the UK forces in Karelia SSR and Russia can not move into other Soviet territory. The UK forces in Karelia can be moved to Norway-Finland or any original German territory or onto UK Transports but the UK forces in Russia are stuck as the only territory they can enter will be Soviet.
4.1 Economic Penalties [Top]
This version of the Soviet rule does not stop Allied forces from landing in the USSR or occupying USSR Territory. What this rule does is stop the USSR from collecting IPCs from these territories. The reasoning behind this is the cost of feeding and caring for the foreign forces and also the cost of countering the anti-Communist political propaganda that these forces would introduce to the Soviet populace.
Example: The UK lands one or more Infantry or Armour or lands Fighters or Bombers on Karelia. The USSR does not collect the 3 IPCs from Karelia during its Collection phase if Karelia even has even one foreign unit on its soil.
The Capital: The UK or USA can land forces in Russia but then the USSR will only receive 4 IPCs for the territory instead of the 8 IPCs that it is worth.
5. The Straits [Top]
Originally we only have the Suez and Panama Canals. They work by allowing vessels of an alliance to pass through a canal only if that alliance controls the canal. Control is gained by controlling or occupying the canal territory (Panama) or both sides of the canal (Anglo Egypt Sudan and Syria-Iraq). Straits differ from canals in that they still allow sea movement, but do not allow land movement. Land units can move from Egypt to Syria and ships can move from the Red Sea Zone to the Eastern Mediterranean Sea Zone, but Straits do not allow land units to cross.
TMI introduced straits:
1. Norway-Finland and Western Europe Straits (with Kiel option).
2. Turkish Straits.
3. Straits of Malacca.
4. Strait of Gibraltor.
5.1 Norway-Finland and Western Europe: The Kattegat and Skaggerak.
These straits act the same as the Suez canal and ships can only enter or
leave the Baltic Sea if both territories are controlled. However there
is no land movement allowed over the straits between Finland-Norway and
Western Europe. There is no limit to a ship’s range if it is allowed to
travel through the straits.
Example: Germany sends Submarines into the UK Sea Zone and withdraws to relative safety in the Baltic. The UK can not enter the Baltic to land units in Eastern Europe or Germany unless it controls both sides.
Note: Kiel Kanal. This is a variant to the Kattegat rule. Germany actually had a canal that linked the Baltic to the North Sea through northern Germany. With this variant Germany can still move ships from the Baltic to the Atlantic as long as it controls Western Europe. Allied ships still need to control Western Europe AND Finland-Norway. Only Germany can use the Kiel Kanal.
5.2 Turkish Straits. The Bosphorus and Dardanelles.
Again both sides (Eastern Europe and Turkey) of the straits must be controlled
for access to or from the Black Sea. However since Turkey is Neutral its
neutrality can be violated by paying 3 IPCs to buy temporary control of
the Turkish side of the strait. Control of Eastern Europe is still required.
Example: Germany pays 3 IPCs and sends a Battleship and Transport (2 Infantry) through the straits and attacks the Caucasus. On a following turn Germany again pays 3 IPCs and exists the Black Sea.
5.3 Straits of Malacca.
Between French Indochina-Burma and East Indies. These straits only effect
the French Indochina-Burma Sea Zone. If both territories are Japanese then
Japanese and German ships can travel normally through this Sea Zone. However
Allied ships must stop in these straits no matter how much movement range
they have remaining. If both territories are in Allied hands then the Allies
have control and can travel normally and Axis ships are slowed. If the
Axis own one side and the Allies the other then both sides have limited
movement and all ships must stop movement in the French Indochina-Burma
Sea Zone.
Example: The UK wants to send 2 Transports with 2 Infantry each through the straits to Kwangtung. One Transport leaves the Red Sea (Saudi Arabia) and the other leaves the Indian Sea Zone (India). Both ships must stop in the French Indochina-Burma Sea Zone as Japan controls at least one side of the straits.
5.4 Strait of Gibraltor.
Between Gibraltor and Algeria. This is similar to the Malaccan Straits
in that movement is limited and ships must stop in the Gibraltor Sea Zone
unless both sides of the straits are controlled. Ownership of Spain does
not alter control the Straits!
6. German Submarine Pens [Top]
In order make the use of U-boats an integral part of the game the use of German Subpens is allowed. The territory of Germany has a built in Sub Pen. The Sub Pen works by giving shelter from air attack to Subs in the Baltic Sea Zone. If enemy aircraft attack Submarines in the Baltic they have one shot and then any surviving subs can withdraw into the Sub Pen (done by moving subs onto the land territory of Germany). Subs are moved back into the Baltic after the air attack. Sub Pens also lower the cost of German U-boats from 8 IPCs to 6 IPCs. Germany can not build U-boats in the Mediterranean, these are normal Subs at 8 IPCs. Though any Axis subs in the Baltic can make use of the German Subpen. Sub Pens do not protect a sub from naval attack (i.e. ships attack the Subs). However if a combined naval/air attack turns into a purely air attack the subs can withdraw to their pens.
Example: The first turn the USSR attacks the german Submarine and Transport in the Baltic with a Sub and a Fighter. The USSR Sub gets a hit and sinks the Transport (Germany's choice). The Fighter misses. Germany shoots back and hits the USSR Sub. It is now a USSR Fighter versus the German Sub. Without the SubPen rule the Submarine would be cornered and unable to retreat into the occupied UK sea zone. Now it can retreat into the Sub pen.
Note: The Kiel Kanal - Kattegat/Skagarrat rule should be used as well to protect the Submarines from naval attack.
7. Paratroopers [Top]
Paratroopers are airborne Infantry. At no cost Bombers can pick up and drop Infantry as Paratroopers. These Bombers now become Air Transport. Air Transport travel their normal range but can not drop any bombs.
Combat Movement: Paratroopers get a surprise advantage and attack at 2 instead of 1 for the first round only. One Bomber (Air Transport) can pick up and drop one Infantry. The Bomber and the Infantry must both start in the same territory. Bombers can also be used to Airlift Infantry. Bombers undergo defensive AAGun shots and if hit the Bomber AND the Paratrooper are lost!
Non-Combat Movement: An Airlift is similar to the Paratroop drop but the movement of the Infantry is during the Non-Combat Movement phase. The Bomber does not have to remain in the territory where it dropped off the Infantry but it can if it wants to, it has its total range for movement.
Heavy Bombers can be used to carry 2 Infantry (for Combat and Non-Combat Movement).
Example: Germany uses three Bombers to drop three Infantry on the UK. The UK’s AA Gun fires at all three Bombers. The surviving Bombers drop their Infantry and return home. The Paratroopers attack at a 2 for the first round and at a 1 for the subsequent rounds.
Example: Germany uses a Bomber to airlift one Infantry from Germany to Algeria during the Non-Combat Movement phase. The Bomber lands in Western Europe. The Bomber and the Infantry have each not been used yet this turn (i.e. no combat).
Note: This rule should be invoked after the second USSR turn. To have Germany drop a Paratrooper onto London or Moscow on the first turn is unrealistic, and for the case of London the UK would not have even had a turn yet!
8. Merchant Marine [Top]
The Merchant Marine rule represents the use of a nation’s merchant, private and fishing fleets for military objectives. Just as many non-naval ships were used in the evacuation of Dunkirk and in many other operations in WWII they can be used in Axis&Allies.
The Merchant Marine is used by paying for the use of a fleet, 4 IPCs. This fleet can only be used for Non-Combat Movement and can only be used in one Sea Zone. (Even the Caspian Sea!) The cost of 4 IPCs allows one Infantry to be transported across one Sea Zone. There is no limit to the number of Infantry shipped in one turn so long as the IPCs are spent. This is a Non-Combat Movement and as such the player must have IPCs in his bank in order to use the Merchant Marine. Basically it is a half-price virtual Transport that dissappears.
Example: The Merchant Marine can not transport Infantry from Eastern Canada to the UK! Two sea zone movement.
Example: Germany pays 4 IPCs to use the Merchant Marine to transport 1Infantry. It transports the Infantry from Germany to Finland-Norway.
9 Coastal Battery, Anti-Tank Artillery, Rocketry [Top]
All of these make use of the AA Gun. BUT ONLY ONE AA GUN CAN BE USED TO DO ONE FUNCTION PER TURN! AA Guns still get a hit only on a roll of 1.
Example: The German player can use his AA Gun in Western Europe as a Coastal Battery when attacked by the UK, as an Anti-Tank Gun when attacked by the USA, as an Anti-Aircraft Gun when attacked by the USSR, and as a Rocket during the German turn. Using the AA Gun as one type of unit per Turn applies to a player’s turn not the entire round (game turn) from USSR’s turn to USSR’s next turn.
9.1 Coastal Battery
A Coastal Battery was originally thought up because of the classic WWII movie: The Guns of Navaronne that I loved to watch. Historically this represents things like the Atlantic Wall that Germany set up to repel an Allied invasion. Coastal Batteries are used similarly as AA Guns with restrictions.
Only one Ship entering a Sea Zone during a Combat Movement can be shot at. Ships built and placed in a Sea Zone and those entering during the Non-Combat Movement phase are not shot at. Ships exiting a Sea Zone during a Combat Movement are not shot at. The defensive player chooses one ship in a fleet and fires its gun at it. On a roll of 1 the ship is sunk and any cargo on it is lost. Aircraft on Aircraft Carriers can not be targeted and are considered in flight when moving through a Sea Zone. If the Aircraft fly over the territory they are not shot at either as the AA Gun us being used as a Coastal Battery. Only one Sea Zone can be fired on per defensive round. The Sea Zone must be adjacent to the AA Gun’s Territory.
Example: The UK combat move: Three Transports and One Battleship from Eastern Canada through the North Sea to attack German forces in Karelia and one Transport from Eastern Canada through the Western Mediterranean to Attack Algeria. The Germans can use the AA Gun on Western Europe to fire at one ship on one fleet only.
Example: UK builds a ship in the North Sea Zone. Germany does not get a shot at this ship. Not Combat Movement.
Example: Transport in the Karelia Sea Zone (White Sea) moves to the UK Sea Zone to pick up 2 Infantry and then moves back to attack Karelia in an Amphibious Assault. Germany can use the AA Gun in Western Europe to fire at this Transport as it is entering a sea zone in range of the Battery and is used during the Combat Movement phase.
During Amphibious Assaults the AA Gun can fire at each Transport as well as its first shot at the fleet, but only if the Amphibious Assault is directed at the Territory with the Coastal Battery.
Example: The UK brings four Transports and two Battleships from Eastern Canada Sea Zone to the UK Sea Zone to pick up 6 Infantry and 1 Armour from the UK and use them in an Amphibious Assault against Western Europe. Germany uses its AA Gun on Western Europe as a Coastal Battery and fires one shot and targets a UK Battleship. Germany then uses its Battery to fire at each of the four Transports. Since one Transport holds an Armour it is shot at first and then three dice are used for the other three Transports. If each Transport held a different cargo then the shots are taken one at a time.
9.2 Anti Tank Artillery
Germany had made use of its AA guns in WWII to shoot at Allied Armour (Panzer Abwehr Kannon). This rule will also allow AA Guns to be used as Anti-Tank Artillery (AT Gun). The AT Guns behave exactly as the AA Guns do except that the targets are Armour. So if an enemy attacks a territory with an AA Gun on it the defender can choose to convert the AA Gun into an AT Gun. Instead of getting one shot at each attacking aircraft it gets one shot at each attacking Armour. Again the AA Gun can only be used for one function.
9.3 Advanced Rockets
Again the Rockets of WWII were not only the V2 that acted like a Strategic Bombing Run, but also the katyusha or nebelwerfer which were used as artillery. If a nation has Rocket technology it can use one of its AA Guns as a rocket to be used against enemy military units. On a roll of a 1 the unit is lost. However the enemy decides which unit is lost. This unit does not get to return fire. The Rocket are used in attacks only and can be moved. It only gets one shot per attack.
Example: Germany decides to fire at the UK Fleet stationed off of Eastern Canada. If it gets a hit then the UK loses one ship (and any cargo on it including Aircraft!) of the UK’s choice.
9.4 Multiple AA Guns
This rule allows multiple AA Guns on one territory but each AA Gun can only do one function: one is used as an AA Gun, one as an AT Gun, one as a Coastal Battery, one as a Rocket. I do not like this rule as it can get comlicated to keep track of which AAGun was used where.
10. Neutrals [Top]
This rule gives neutrals a worth in IPCs. The cost for violating Neutrality is still 3 IPCs but an additional cost is added. This is either in the form of IPCs or in military combat. If the military rule is used then there is a combat requirement. The neutral territory gains units and must be battled. If the military rule is not used then an additional cost in IPCs is required (invasion cost) and this is about four times the worth of the territory. As usual land forces are required to successfully invade a neutral. Once a neutral becomes part of an empire it is open to attack and invasion from other Powers at no additional cost.
10.1. Neutrals- Economic Worth [Top]
| (Non Military Option) | Neutral Worth in IPCs | Invasion Cost (IPCs) | Violating Neutrality Cost (IPCs) - used for overflights of airpower. |
| Venezuela-Columbia | 2 | 8 | 3 |
| Peru | 2 | 8 | 3 |
| Argentina-Chile | 2 | 8 | 3 |
| Eire | 2 | 8 | 3 |
| Spain | 4 | 16 | 3 |
| Sweden | 5 | 20 | 3 |
| Turkey | 4 | 16 | 3 |
| Saudia Arabia | 2 | 10 | 3 |
| Angola | 1 | 5 | 3 |
| Mozambique | 1 | 5 | 3 |
| Rio de Oro | 1 | 4 | 3 |
| Switzerland | 2 | 20 | 3 |
| Afghanistan | 1 | 7 | 3 |
| Mongolia | 1 | 5 | 3 |
10.1 Example: Germany decides to violate Switzerland’s neutrality and invade it. It pays 23 IPCs and gains Switzerland. Each run afterwards Germany receives an additional 2 IPCs for controlling Switzerland.
10.2. Neutrals - Military Strength [Top]
When a Neutral is attacked it responds with the units under its control and a player from the opposite alliance rolls for the neutral. If the attack succeeds then the neutral becomes part of the aggressors empire. However if the attack fails the Neutral becomes a part of the enemy Alliance (the next power to play the enemy Alliance) and it is restocked with the original number of units assigned to it. So if Japan fails to take a neutral then the USA gains it. If the USA or USSR fail to gain a neutral then Germany gains it.... No matter how many units are lost during the battle the neutral is restocked with its original strength!
Neutrals are worth the same as they are in the Non-Military Option.
| (Military Option) | Infantry | Armour | Fighters |
| Venezuela-Columbia | 2 | ||
| Peru | 2 | ||
| Argentina-Chile | 2 | 1 | |
| Eire | 1 | 1 | |
| Spain | 5 | 1 | |
| Sweden | 5 | 2 | 2 |
| Turkey | 4 | 2 | |
| Saudia Arabia | 2 | ||
| Angola | 1 | ||
| Mozambique | 1 | ||
| Rio de Oro | 1 | ||
| Switzerland | 6 | 2 | |
| Afghanistan | 4 | ||
| Mongolia | 3 |
10.2 Colonies: Attacking Spain will automatically bring Rio de Oro, Angola, and Mozambique on side against the attacker. Rio de Oro is a Spanish colony while Angola and Mozambique are Portuguese (included with Spain). If the Attacker wins then these territories remain part of the Defender's empire. If Spain wins then all of these become part of the defender's empire.
10.3 Example:
Germany invades Spain from Western Europe. Germany first pays 3 IPCs. Germany brings in 6 Infantry and 4 Armour. Spain gains 5 Infantry and 1 Fighter as defenders. Rio de Oro, Angola, and Mozambique all become UK territories with 1 Infantry on each (worth 1 IPC each). If Germany wins the battle he places a German marker on Spain and will collect 4 IPCs per turn for controlling Spain. If Germany fails to win Spain then Spain becomes a UK territory (UK places a marker) and Spain will again have 5 Infantry and 1 Fighter on it but with UK forces.
Note: If this rule is used in conjunction with the GeoPolitics expansion then the GeoPolitics cards do not effect neutrals already conquered.
11. New Technology[Top]
Original Technology:
Category ‘A’
[1] Jet Power: Increases defensive strength of Fighters from 4 to
5.
[2] Super Submarines: Increases offensive strength of Subs from
2 to 3.
[3] Rocket Technology: Allows one AA Gun to be used as a Rocket
to attack enemy factories.
[4] Long Range Aircraft: Increases range of Fighters from 4 to 6
and Bombers from 6 to 8.
[5] Industrial Tech: Decreases the cost of each unit by 1 IPC.
[6] Heavy Bombers: Increase the offensive power of Bombers by a
factor of 3.
Some new Technology.
Category ‘B’:
[1] Atomic Tech: One Bomber can drop one A-bomb per turn targeted
on one territory. The territory receives six die worth of damage to its
Factory. OR. Six die are rolled against the units and get a hit on four
or under. Each A-Bomb costs 15 IPCs.
[2] Advanced Atomic Tech: Must have Atomic Tech; lowers the cost
of each A-Bomb to 5 IPCs.
[3] Heavy Carrier Tech: Aircraft Carrier can carry 1 Bomber instead
of 1 or 2 Fighters (Jets). (This Bomber can not be used with Paratroopers)
[4] Super Battleship Tech: Battleships can now be damaged and still
survive. A Damaged Battleship is placed on its side after the first hit
and sunk on a second hit. While damaged the Battleships attack and defend
at 3. Damaged Battleships can be repaired at a factory site for 5 + 1d6
in IPCs.
[5] Super Carrier Tech: Aircraft Carriers can hold 1 or 2 or 3 Fighters
(or Jets) ; or 1 or 2 Bombers; or 1 Bomber and 1 Fighter. Super Carriers
can also be damaged (flipped over). The Damaged Super Carrier can only
hold 1 Fighter. They can be repaired at a factory site for 4 + 1d6 in IPCs.
[6] Long Range Rocket Tech: With Rocket Technology this can increase
the range of AA Guns to fire at Factories up to 6 territories or sea zones
away.
Some more new Technology. Category ‘C’: Some of the above mentioned
rules can be turned into technological advances if wanted.
[1] Paratroop Tech: Allows Bombers to carry Infantry, Heavy Bombers
to carry two Infantry.
[2] Sub Pen Tech: Allows Subs to withdraw into a capitol territory
(Karelia for the USSR) to escape Aircraft attack.
[3] Coastal Battery Tech: Allows AA Guns to be used as Coastal Batteries.
[4] Anti Tank Artillery Tech: Allows AA Guns to be used as Anti
Tank Artillery.
[5] Advanced Rocketry Tech: Allows AA Guns to be used as Rockets
against Units. As opposed to the regular Rocketry which is used against
Factories.
[6] Pick A Tech: You can pick any tech you want!
How to use Category B and C technologies:
When using Category B and/or C technologies roll the dice for gaining technology
(a ‘6’ is required). Then roll a dice to see which category (roll 1,2 for
A; 3,4 for B; 5,6 for C) or (odd for A, even for B). Then roll a dice to
see which technology number you have gained in that category. For some
technologies you need the original technology first. If you do not have
it you will gain the original technology but not the advanced technology.
Example: Japan pays 20 IPCs and rolls 4 dice for technology. Two dice turn up 6’s. Japan then rolls to see which category the first technology will be in and rolls a die and gets a 2, category ‘A’. He rolls again and gets a 4, Long Range Aircraft. Japan then rolls for the next technology category and rolls a 4, category ‘B’. He then rolls a ‘2’, Advanced Atomic Technology. As Japan does not yet have Atomic Technology he can not gain Advanced Atomic Technology, he gains Atomic Technology instead.
12. Other rules [Top]
I am always looking for more rules - email me tacit@kw.igs.net
Some of the rules that follow were thanks to Ron Thompson:
Submersible Submarines: a sub cannot be attacked unless the sub itself initiates the attack. Submerged subs can share and move through the same sea territories as its enemies.
Nasty Submarines: a sub rolling a one can select the target of its choice!
Paratroops (Taxi Bombers): as its moves or attacks, a bomber can pickup and drop one infantry.
Earned IPC's: IPC's are collected immediately after the build phase.
Thus, players must hold on to a territory for one round to collect its
wealth.
Note from Ralph here: I introduced Supply Tokens to address this issue.
You collect them at the beginning of the turn thus you must have held on
to them for one round.
Revised weapons development:
| rockets: | each AA unit in range can launch attack |
| super subs: | subs attack and defend at a 3. |
| jets: | fighters attack and defend at a 5. |
| industrial production: | inf cost:2,tanks:4,trans&subs:6,ftrs:10, bombers:12,flattops15,battleships:20. |
| long range air: | same |
| hvy bombers: | same |
Also: improved units are bought at the industrial production price, for example: super subs cost 6, jets cost 10, hvy bombers 12, etc.
Other weapons development ideas to throw more twists in the game:
super flattops: can carry 3 ftrs or 1 bomber.
merchant marine liberty ships: transports can carry 3 inf. or 1 inf. and
a tank.
spruce goose: bombers can transport 2 inf. or a tank.
Thrasher is a very good source for advanced Rules and other alternate and house rules from around the web..
http://www.geocities.com/TimesSquare/Stadium/9025
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