GeneralHandGrenade!
I watched like 3+ hours of your videos. I am using some of your house rules:
I like the Special Forces piece, but i would prefer a 3,2,1 ( diminishing attack factor)
Reason is because these forces bring very limited supplies and depend on “shock” value attacks, where the sting rapidly diminishes if they are in an extended fight because they bring limited supplies. Cruiser idea is fine. I see the need to limit them to one per territory, but it seems artificial to have one in every area to glitch the rule. I would build them, no free-bees
Looking at Spy unit, i can see how you used the idea but it seems all nations always had employed various degrees of espionage. I think you should be able to just buy them for 5 IPC ( or whatever) but only steal an enemy developed technology.
Not too keen on the “Hospital” unit, saving units to fight another day makes the game longer, but i see the strategy and player options.
I like the Rail unit idea, but i would force players to buy them like any infrastructure unit and we need to consider some limitations as this makes it so much easier for Germany to shuck to Russia or even Russia shuck to and from Moscow.
I’m thinking a 5 IPC cost per Rail and you can move units limited by the IPC of the Territory they left from to the end of the “chain”, so that way you put them at Factories where you would expect centers of roads/rails.
Heavy Tank 3-4-1-8 w/ 2 hits seems too strong. Perhaps 4-4-1-8 1 hit unit?
Looking at a number of other items that got me going and will save for latter