Some treads treat this subject but I wanted a new start here in house rules.
I have summarize some ideas to make these two units:
No more than 1 type of unit/territory.
Allow up to 2 bunkers or pillboxes/territory (2IPs allow 1 additionnal hit).
Also allow up to 2 heavy weapons fortification: cost 1 IPC and give +1 def 1 Inf/Art.
Cost Move Att Def Special
Coastal fortifications: 10 0 0 3Inf+1/3@1 Anti Ship Gun
Inland fortifications: 10 0 0 3Inf+1/3@1 Anti Tank Gun
Coastal fortifications work only against amphibious assault and give no bonus if territory only attacked by land.
Inland fortifications work only against land assault and give no bonus if territory only attacked by amphibious assault.
Both share the same other traits:
Take 2 hits, repairs as BB/ 6 damage points, repair at 1pt/1 IPC
Give up to 3 (Inf or Art) +1 defense/
AA in-built against SBR from SBs & TBs/
3 coastal guns ASG each@1 pre-emptive against support ships during amphibious assault, in order BB/CA/DD: once hit a BB cannot bombard, must repair.
Or
3 Anti Tank Guns 3@1 (pre-emptive strikes vs Armors)
It must take 2 hits to be destroy, or the territory has been captured.
Even if the 3 defenders has been killed, but take only 1 hit, as long as the territory is not captured then it can be repaired at no cost, as BB. Except for a Strategic Bombing Raid:
Can be SBR (damage are cumulative, up to 6 points) but do not affect the number of hit that unit can absorbs:
1-3: no effect
4: -1 def 1 Inf or Art/ -1@1 ASG (2 coastal guns attack)/ATG (2 anti-tank attacks)
5: -1 def 2 Inf or Art/ -2@1 ASG (1 coastal gun attack)/ATG (1 anti-tank attack)
6: -1 def 3 Inf or Art/ no coastal gun attack / no ATG attack
Even after taking 6 points of damage, it can still take 2 hits before being destroyed.
Special features:
The bombers (SBs/TBs) can make their first shot an SBR against these complexes (before the amphibious assault/ or normal combat occurs) and makes normal attacks against any ground units after the first round.