Okay, it’s too late to add anything official to the AAE40 or Global40 rules, but for semi-official house rules, how about:
Japanese/Soviet non-aggression: Japan cannot declare war on the USSR unless the Axis controls at least one of the following: London, Moscow, or Washington. The USSR cannot declare war on Japan unless the Allies control either: A.) Berlin, or B.) BOTH Paris AND Rome.
Air Transports: Cost: 7 IPCs. Attack: 0. Defense: 0. Move: 6. Can transport 1 infantry, paratroop, or marine from one friendly-controlled territory to another friendly-controlled territory during the non-combat movement phase. They cannot transport tanks, artillery, or mechanized infantry. They can also air-drop one paratroop into an enemy-controlled territory during the combat movement phase. (Note: There are various ways to designate an air transport. I bought extra poker chips in different colors, so I use a bomber with a blue poker chip under it to represent an air transport.)
Paratroops: Paratroops cost 4 IPCs, and each country can build 1 per turn. They function as regular infantry in all respects, except they may make air drops into enemy controlled territories. When making an air drop, they attack with a 2. If an AA gun is present in the territory they are air dropping into, the air transport that is carrying them must survive AA fire. If not, the paratroop is destroyed along with the air transport. (Note: There are various ways to designate a paratroop. I bought extra poker chips in different colors, so I use an infantry with a blue poker chip under it to represent a paratroop.)
Marines: Marines cost 4 IPCs, and each country can build 1 per turn. They function as regular infantry in all respects, except they attack with a 3 when making an amphibious landing. (Note: There are various ways to designate a marine. I bought extra poker chips in different colors, so I use an infantry with a green poker chip under it to represent a marine.)
Amphibious landings: Tanks and artillery have an attack value of 1 when making an amphibious landing.
Garrison units: The scale of A&A means that many units which played a role in the war were too small to be represented in the game, but still may have had an effect on the strategic situation. (The U.S. garrison on Wake Island, for instance.) If making an air drop with paratroops and/or an amphibious landing into an enemy-controlled territory that contains no enemy troops, there is considered to be a garrison unit with a defense strength of 1. This unit must be defeated before an air drop or amphibious landing can capture a territory. This rule is ignored if there are also land units (infantry of any type, tanks, or artillery) attacking from an adjacent land area.
Defender Retreats: During combat, any or all defending units may choose to retreat before any round of combat. The attacker then gets one round of “freebie” shots at the retreating units, who do not get to fire back. The defender may take casualties out of any “rear guard” units he decided not to retreat first. Any defending units which did not declare their intent to retreat before the combat phase (“rear guard”) may still fire at the attacker. Any units which declared their intent to retreat which survive this round of combat may then escape to an adjacent friendly area.
Lend Lease: The U.S. or Britain may give lend-lease money to any allied player. This takes place during the British or U.S. “purchase new units” phase. Roll a die to determine if the money and materiel survived U-boats, bribes, thefts, corruption, etc. On a roll of 1, half of the money is lost (round fractions up). On a roll of 2, one-third of the money is lost (round fractions of 1/3 down, and 2/3 up). On a roll of 3-6, all money arrives safely.
Rail Movement: Rail movement takes place during the non-combat movement phase. Units moving by rail have an unlimited movement allowance, provided all territories through which they travel were connected and friendly controlled at the beginning of the moving player’s turn. Rail travel can occur across the Suez and Panama canals. Tanks, mechanized infantry, and artillery units each count as two units. Rail capacity, in number of units that can be moved per turn, is as follows:
Germany: 4 units (limited to Europe and Asia)
Japan: 2 units (limited to Asia)
Britain/Free France: 2 units (limited to Europe, Africa, or Asia. Can be used to move U.S. units)
China: 2 units (limited to Asia. Can be used to move U.S. units)
Russia: 3 units (limited to Europe or Asia)
U.S. - 4 units (limited to Western Hemisphere. Can be used to move British or Free French units.)