Not sure how good these ideas are, but I feel they would add some to the game. This is for 41 setup.
Setup Changes
1- Change German cruiser to BB, add 1 inf to Algeria, 1 inf to Norway
2- Remove Russian factories from Karelia and Caucasus. Add 2 inf in Urals
3- Add 1 transport and 1 destroyer to SZ 62 for Japan. Add 1 BB to SZ 62
4- Add 2 UK inf to Egypt, add BB to Indian ocean. Add 1 DD to SZ 2
5- Add 2 destroyers to Italian fleet
6- Add 2 China INF to 3 empty territories
7- Add 1 destroyer to pearl, add 1 cruiser to LA SZ
The purpose behind these changes is to reduce the turn 1 annihilation of forces giving players time to react. I do not like someone being knocked out of a theater of the war on turn 1 or 2 no matter what they do.
Rule Changes
1- Nations may deploy inf in the following areas as if they possessed an IC there.
Germany - Algeria and Finland.
Russia - Karelia, Caucasus, Yakut.
Japan - FIC, Manchuria
UK - India, Canada, Australia, Egypt, SAF.
Italy - Libya
US - None
2- Expendable Transports - all Japaneses transports except the 2 that begin in SZ 62 are removed from the board at the end of J1.
3- Income is collected at the beginning of your turn.
4- SZ 5 is considered a strait, no units can enter SZ 15.
This is to promote global warfare as well as slowing down Japan. This will also hurt/help the UK in the income department as they will not have 43 IPC to spend on turn 1, hence the extra navy.
Unit Changes
1- Naval Costs are reduced
Transports - 6
Destroyers - 7
Cruisers - 11
AC - 12
2- Destroyers only allow 1 plane to attack against subs.
3- Artillery increases one inf to 2 attack, 3 defense.
4- Inf can be produced at an IC ignoring bombing damage done. For example, I have a factory in germany with 4 damage, i can produce 4 inf and 6 armor without repairing.
5- Bombers can land on carriers as well as fighters. Same limit of 2 planes per carrier.
6- Naval bombardment removed. Changed to function similar to artillery, cruisers add 1 to 1 inf attack, battleships add 1 to 2 inf attack.
NO changes
Germany - Gain 5 additional IPC if axis control Algeria, Norway, and Finland.
Russia - Gain 5 additional IPC if allies control France.
Japan - Gain 5 additional IPC if there are no Japanese units in red territories.
UK - Gain 5 additional IPC if allies control Algeria.
Italy - Gain 5 additional IPC if axis control Italy and Balkans
China - Gain 2 inf if allies control Burma
Technology
When buying a researcher you choose what tech for them to research. At the begining of each round roll 1 die per researcher and apply the value to a tech pool for that tech. Once the pool equals or exceeds the value of the tech, you gain it and the researchers for that tech are lost. You can research toward more than 1 tech at a time if you choose. Values and effect are listed below.
(10) Improved artillery- each art may now support 2 inf to attack at 2 and defend at 3.
(20) Rockets- Standard
(20) Paratroopers - Standard
(15) Increased Factory Production - Standard
(10) War Bonds - Standard
(15) Mechanized Infantry - Standard
Air/ Naval
(10) Radar- Standard
(15) Long-Range Aircraft - Standard
(25) Heavy Bombers - Standard
(15) Shipyards- cheaper naval costs (minus one SS, TRS, DD, minus two CA, CV, BB)
(10) Super subs- Standard
(15) Jet fighters- The attack value of your fighters is now 4 instead of 3, there defense is 5 instead of 4.
One thing that I feel would be neat but not sure, reduce transport costs significantly, maybe as low as 3 or 4, but have them destroyed after offloading into an enemy territory, or exceeding a territories IPC value (so if I unload 2 transports with 4 units in Karelia I would lose 1 transport). I hope maybe there’s a good idea or two in that list heh.