Rocket Technology
When I became a designer at HBG, a lot of rules were still inspired by good old Axis and Allies. Rocket technology was a technology in AA aimed at damaging factories. The V-series Germany built were not even rockets in definition.
V1 and V2 were very expensive projects and ineffective from a military point of view. If it was up to me, the impact of V1 and V2 would only have a historical role in the game if attacking facilities and cities and as part of the Ordnance expansion in combination with achieving rocket technology. Also including rules to prolong the game into the cold (or hot) war, with a new scenario and an advanced rocket technology. Rockets became advanced and effective post-WW2.
Rocket technology in WW2 GW should be redesigned to move away from the supersonic flying bombs (V-series were not rockets) to implementing pieces such as Katyusha’s and Nebelwerfers. All the rules I have seen so far do not address the V-effectiveness problem and overpower the V1 and V2.
So Rocket Tech could allow all the special rocket artillery pieces to be introduced into the game and V1 and V2 in my view should be expansion material. If you insist on using V-series make them cost 2 and 1 attack per turn per airbase range 2 (limited to 1 attack per airbase per land zone per turn. It would be an incentive for Germany to build airbases (representing the costs) on the Atlantic coast and possibly the Eastern front and get free shots at UK (and Soviet) facilities across the channel requiring Rocket technology.
Here are some house rules worked out to make things interesting. It requires some tweaking. See what you can use to spice up rockets technology.
ROCKETS TECHNOLOGY
Once a player achieves rocket technology, he may do attrition attacks. Any artillery unit may fire 1D12 at an adjacent land zone from a once, hitting on a 2 or less. Advanced artillery would hit on a 3 or less. If opting for attrition attacks, the artillery unit is not allowed to make a regular attack. Defenders can make no defense rolls against an attrition attack.
Example: Germany has 4 artillery at the gates of Leningrad. USSR is dug in deep and Germany waits for more reinforcements to make an attempt to capture the city later in the game. Germany decides to make an attrition attack with the idle artillery units bordering Leningrad and rolls 4D12; outcome: 1, 2, 7, 7. Two first strike attrition hits are scored (1, 2) and two misses. The Soviet player removes 2 casualties of his choosing. (Mind that attrition attacks can be combined with regular attacks to soften up the defensive force. The attrition attack would be rolled before the regular attack commences.
Katyusha, Nebelwerfer
A:5(3*); D:4, M:2, C:5
First strike ability
Available after acquiring Rocket technology.
Purchase maximum 2 per turn.
No river Attack penalty.
*Attrition Attack adjacent land zone “3”.
Operation Overlord
Starting January 1944 the Allied player(s) may once per game decide to do Operation Overlord. Assign UK and French pieces in and bordering London during their respective turns to be used in the US turn for an attack on any one (1) land zone that is part of the Atlantic Wall; Denmark-Aquitaine. These units assigned to Operation Overlord may not attack/move during the UK/French turns, but postpone their CM until the start of the US CM. Naturally in the US NCM any UK/French aircraft that survived are able to land.
I am not posting these as official HBG rules, but as a player like you guys looking to improve the game where possible by house ruling.