Sounds great, Pelle! Thanks. If you'd like to hash out any house rules, I'd like to start with what I proposed in my Axis game against Bdr. Mallette and found
here on this post.
Here is my proposed set of house rules.
1) Briefing to be amended as follows:
House Rules (Player enforced), 1st paragraph, 3rd sentence to be changed from:
Play as if an exclusion zone covers non-participating countries until they join either side, although you may ship units through (not to) the ports of a friendly neutral (except for Istanbul).
to:
Play as if an exclusion zone covers non-participating countries until they join either side, although French and Commonwealth units may be sea transported through each others ports. No other neutral ports may be entered, or passed through.
2) No restrictions on entrenching.
3) 20 hex range for airdrops. Air transport that is strictly between two airbases that began the player turn in friendly control is not restricted in range.
4) Naval units which shore bombard, either directly, or indirectly, must remain in the hex from which they shore bombarded throughout the end of their player turn. They must wait until their following player turn to move from the hex which they attacked from. A naval unit may attack/support from only one hex per player turn. These restrictions also apply to naval units used to make airbase attacks.
5) Axis Naval Assault Limit of 1500 tons exists for all target hexes west of the (37,xxx) hex column. This restriction lifted if Gibraltar is controlled by the Axis, or if Spain enters the war on the side of the Axis.
6) Axis Naval Assault Limit of 1500 tons exists for all Mediterranean Sea target hexes east of the (87,xxx) hex column. This restriction lifted if the Axis control Alexandria or any hex of the Suez Canal.
7) No Axis Naval Assaults may be launched in the Indian Ocean, or Red Sea, until Alexandria and ALL hexes of the Suez Canal are Axis-controlled.
8) All Naval Assaults (sea invasions) must be made into anchorage hexes. No disembarking of sea transported units into non-anchorage hexes.
9) Soviet units may not stack with Commonwealth, or US, units. If forced to stack by enemy action, then at the next opportunity they should be unstacked.
10) Minor Allies geographical restrictions, as per the briefing.
11) A hex containing Allied guerrillas in Yugoslavia, or Greece, may not be attacked on the turn that they appear. If the Allied player wishes, they may disband the unit, on their turn. However, regardless of newly arriving reconstituted, or reinforcing units, any such hex that has Allied guerrillas a second turn in a row may be attacked.
Note: This is to allow the Allied player the option to avoid the "reconstituting partisan trap". On the turn that reinforcements arrive, they always arrive supplied. If the Allied player disbands the units on the turn that they arrive, he will get back all of the equipment. If he waits until the following turn, the units will be unsupplied, and they will permanently lose any equipment lost from combat, stragglers, etc. Partisan and Guerrilla icon types will not "bleed off" equipment over time if marked unsupplied, like regular units do, but all other effects of being out of supply still apply to them.
12) There will be no restrictions on types of attacks, bridge-blowing, and other methods of combat, other than those listed above.
If you're happy with this set of house rules, then let me know, in email, or here. If not, then feel free to suggest alternatives.