Here are my house rules for 1942. I have been compiling these for a while. Some of these are national advantages from the revised edition.
Special Rules and Advantages:
Air Force Rules;
Paratroops; One bomber may carry in one infantry into a land or amphibious assault. The Bomber/Para unit is still subject to regular AAA fire. If shot down, both units are removed. If a bomber dropped an infantry it is done and may not assault like a bomber in this combat.
Doolittle raid; an aircraft carrier may carry one bomber instead of two fighters.
Kamikaze Planes; Japanese fighters who could not reach back to a safe spot after a combat, can still fly into and participate in a battle. The player who controls them must announce that they are Kamikaze attacks. They must be chosen as the first casualties in combat.
Luftwaffe Dive Bombers; German fighters may strategically bomb enemy industrial complexes. Roll one die for each participating dive bomber, add up the total amount of hits and then divide by two. Round down, this is the number of hits that you have.
American Superfortresses; American bombers that are Strategic bombing are immune to AA.
Special Forces:
Each turn the German player is allowed to buy one SS infantry and one SS tank. They cost 1 more IPC each than the regular variant but had 1 more attack and defense factor.
Each turn the American player is allowed to buy one Marine infantry and one Marine tank. They cost 1 more IPC each than the regular variant but had 1 more attack and defense factor.
Ground Units;
Willys Jeep; American infantry may move two spaces like a tank. Does not affect combat.
Atlantic Wall; German Infantry defend at a 3 if they are defending a grey/black territory from an amphibious assault.
Russian salvage; after a Russian successful close combat in which one or more enemy tanks are destroyed, the Russians add one of their own tanks to the board. Take all enemy tanks off. Limit of once per turn.
Marine infantry; American troops on the right side of the board attack at two during the first round of amphibious assault. In addition Marines can be transported on a battleship, limited to 1 infantry per ship. Units DO NOT have to be ‘Marine Special Forces’ to do this.
German 88; A German AA gun that is defending in a battle that has enemy tanks in it may move to the two dice defense section of the board. If the enemy tanks are all destroyed then the AA gun is removed from the board. AA guns still fire at air units.
Recruitment Centers(from the zombies version); A recruitment center is an industrial complex that only can produce infantry. It costs 10 IPCs, and works like an industrial in every way except for that it can only produce infantry.
Naval;
Tokyo Express; A Japanese destroyer may carry one infantry.
General Rules:
Wartime economic support; a country may lend IPCs to an ally as long as it does not exceed 25% of their treasury, and is repaid within two turns.
Tokyo Express; A Japanese destroyer may carry one infantry.
Neutral country invasion; If a country invades a neutral country, they must pay 3 IPCs to the bank immediately. All neutral countries are worth 1 IPC except for the Sahara which is worthless, Spain which is 5( also if a country attacks Spain, Spain gets an automatic defense army of 1 fighter, 1 artillery, 1 tank and 2 infantry, and turkey which is worth 2 and has an automatic defense army of 2 tanks and 3 infantry.
War Bonds; At the beginning of your turn roll one die. Add that many IPCs to your treasury. If your country is the USA or Germany, roll two dice.