Option Redesign Adds a lot of the House Rules discussed in the "Redesign Thread" noted below. They are as follows: "Attack0Cost5Bomber_ChangerMustActivate" Bombers are now a A0 D0 M6 +1 w/AB C5 unit. They may perform SBR attacks only. They do not participate in the Air Battle with Interceptors. They do 1-6 damage. They no longer receive a +2 to an SBR attack. Due to the Japanese Bombers not being able to participate in regular combat, an Airfield is placed in Formosa, which allows the Formosa Fighter to be able to strike Yunnan Round 1. It also moves the 19 Sea Zone Sub and Destroyer to 20 Sea Zone. This allows the option of striking the British Battleship in 37 Sea Zone on a Round 1 Japanese Attack. Note When attacking the same Territory as an SBR, the attacking Strategic Bombers will die if the land battle is unsuccessful. This is unintended and should be corrected via Edit. Strategic Bombers will be captured the same as Infrastructure. Use Edit if you prefer to destroy them. May also be activated via Map Options. "SubsCanEvadeDestroyers_ChangerMustActivate" Destroyers no longer block Subs or the Sub's "First Strike" capability. They are now a A1 D1 M2 +1 w/NB C5 unit. They also have 1 preemptive "ASA" (Anti-Sub Attack) shot. When attacking a Sub, the Destroyer will fire a one time "ASA1" (hits at 1 out of 6) shot. If successful, the Sub is immediately destroyed and may not return fire. If the Sub survives, it may then submerge or take its normal "First Strike" shot. The Destroyer also has 1 preemptive "ASD" (Anti-Sub Defense) shot for combat and 1 for movement. It hits at 1 out of 10. So when a Sub attacks a Destroyer, it will undergo 1 ASD shot when the Sub enters the Destroyer's Sea Zone and 1 ASD shot at the beginning of Combat. Both of these attacks occur before the Subs First Strike. Destroyers will fire 1 ASD shot when Subs pass through the Destroyer's Sea Zone whether during Combat Move or Non Combat Move. Note When moving through or into Sea Zones containing a Destroyer, you should form your Subs into "Wolfpacks" and move them together where possible. The Destroyer only has 1 movement ASD shot and will only fire once. If you move into or through the Sea Zone separately, the Destroyer will fire each time a Sub enters it's Sea Zone. Destroyer ASA/D shots will stack. Meaning if there is only 1 Sub and multiple Destroyers, the sub will undergo as many ASA/D shots as there are Destroyers. Subs remain A2 D1 M2 +1 w/NB C6. Subs cannot be blocked by any Naval Vessel. Subs are now susceptible to counterattack from Fighters and Tac Bombers. When attacking naval units who have air units present, Subs will undergo counterfire from the air units regardless of the outcome of their "First Strike". When defending against attack by air units the sub may still submerge before the attack (except for the Tac Bombers ASA shot mentioned below). Subs in Blockade Zones may either retreat or undergo 1 Round of Combat from ASW Units during the Subs Combat phase. All other rules regarding Subs are unchanged. Note When moving a sub through a contested Sea Zone, you must move in one continuous movement. If you stop in the contested Sea Zone you will be unable to pass through. You will also be unable to undo your move once being "Depth Charged". Includes if you stop after the "Depth Charging" and still have movement left. In addition to it's normal unit stats, Tac Bombers now have 1 ASA1 and ASD1 each. Their ASD shot hits at a 1 out of 6. It is only fired during the Combat Phase. As mentioned above, it now fires normally at subs without a Destroyer present. May also be activated via Map Options. "AAGunC4_ChangerMustActivate" Changes the AAGun into a A0 D1 M1 C4 unit. It has 2AA shots. May not fire more than 1 shot per plane. Can Combat Move and can conquer/capture Territories and Infrastructure. May also be activated via Map Options. Map Options also activates "Towed AA Gun". Explained in "Map Options". "Escort_Carrier_ChangerMustActivate" Adds The Escort Carrier. Escort CV is a A0 D1 M2 +1 w/NB C9 unit. It also has the Destroyers Sub blocking ability. It can carry 1 Fighter or Tactical Bomber. If "SubsCanEvadeDestroyers_ChangerMustActivate" has been activated, it becomes a A1 D1 M2 +1 w/NB C9 with 1, ASA1 and ASD1, each. Their ASD shot behaves the same as the Tactical Bomber. It's ASA/D shots stack same as Destroyers. It can carry 1 Fighter or Tactical Bomber. May also be activated via Map Options. Note Shipyard tech currently does not work when Escort Carriers are activated. This will be fixed in the future. "FlyingTiger_ChangerMustActivate" Changes the US Fighter at the Philippines into a "FlyingTiger" unit. This unit may move to Dutch or UK Pacific territories during it's ncm while US is neutral. When ending it's turn in a Chinese controlled territory, it will become a Chinese unit. May not enter Chinese territories unless US is at war with Japan. Has same abilities as Fighter. Cost 13 PUs. USA May only have "1" Flying Tiger in the game at a time. Once it becomes Chinese, they may build another one. "FactoryLimited_ChangerMustActivate" Air and Naval Bases now cost 12. All captured and newly constructed Minor Factories may only produce Artillery, AAguns, Armor, Mech Infantry, Mobile Infantry, Marines, Elite and Infantry. If a NB is present you may also build Subs, Transports, Escort Carriers and Destroyers. If an AB is present you may also build Fighters and Tac Bombers. ABs are required to build Fighters, Tac Bombers, Bombers and Air Transports. Bombers and Air Transports may only be built in Factories on originally owned Territories that also have an AB. In addition, Bombers and Air Transports may not be built in the following territories: Kwangtung, Egypt, Norway, Alaska, West India and Korea. May not build at an AB with 3 or more damage. Note: You may not place new Fighters on CVs. All air units may only be placed in the Territory that contains an AB as well as the correct Factory. NBs are required to build all Naval Units. BBs, CVs and CAs may only be built in Territories with originally owned starting Factories. These Territories must also have a NB (Need not be original NB). May not build at a NB with 3 or more damage. New Zealand receives a Minor Factory to allow ANZAC Air builds. Quebec receives a NB to allow for Naval builds. The Central United States receives a NB to allow for additional prewar Naval builds. This addresses Capital Ships and Bombers being built in newly conquered Territories. It should also be noted that UK may only build Air Units in UK at game start. This makes the UK AB a prime Axis target. May also be activated via Map Options. "AdditionalVictoryCitiesWorthPUs_ChangerMustActivate" (PUs Activate Round 3) All Victory Cities are now worth 1 PU to the controlling player. In addition to the OOB VCs, the following have been added: Iraq, Szechwan, Alaska, Malaya, Amur, New Zealand, British Columbia, New Britain, Yakut S.S.R., Union of South Africa, Iceland, Norway, Tunisia, Romania, Libya, Caroline Islands, Manchuria, Ukraine, Greece, Archangel and French West Africa. May also be activated via Map Options. There are currently No Victory Conditions for this Option. "NormandyTurnsProAllied_ChangerMustActivate" If France and Southern France are Axis contolled and there are no French units in Normandy Bordeaux, Normandy Bordeaux will turn into a Pro-Allied Neutral at the end of France's turn. May also be activated via Map Options. "Sphere of Influence_ChangerMustActivate" When Sphere Of Influence tech is activated, Germany will receive a minus 10 PUs penalty if Japanese units are in any German controlled territories. Russia will receive a minus 10 PUs penalty if any Allied units are in any Russian controlled territories. Japan will receive a minus 10 PUs penalty if any German or Italian units are in any Japanese controlled territories. America will receive a minus 10 PUs penalty if any Russian units are in any American controlled territories. UK will receive a minus 10 PUs penalty if any Russian units are in any British controlled territories. UK_Pacific will receive a minus 10 PUs penalty if any Russian units are in any UK_Pacific controlled territories. Canada will receive a minus 10 PUs penalty if any Russian units are in any Canadian controlled territories. Italy will receive a minus 10 PUs penalty if any Japanese units are in any Italian controlled territories. ANZAC will receive a minus 10 PUs penalty if any Russian units are in any ANZAC controlled territories. France will receive a minus 10 PUs penalty if any Russian units are in any French controlled territories. If a country has fewer than 10 PUs they will lose no PUs. This is not intended and needs to be player enforced. May also be activated via Map Options. "GetCapitalCashOnce_ChangerMustActivate" This allows a country's PUs to be captured the first time their capital is conquered. Additional conquests will result in their PUs being destroyed. May also be activated via Map Options. "GermansInLondon5PU_ChangerMustActivate" 5 PUs if there is 1 German Land Unit in UK. "Elite_GiveToAll" Adds the "Elite" unit. Elite is a A2 D2 M1 +1M w/tank (can blitz with tank), C5 unit. It may be transported by Cruisers and Battleships on a 1:1 basis. It may be Air Transported into combat or ncm by Air transports on a 1:1 basis if "AirTransport_GiveToAll" tech is activated. This tech must be activated by each player in order for them to receive the tech ability. This means Elites and Tanks can be transported on the same transport giving you two move 2 units on 1 transport. It receives No combat bonuses from other units. May also be activated via Map Options. "AirTransport_GiveToAll" Adds the Air Transport unit. Air Transport is a A0 D0 M5 +1 w/AB C6 unit. It may transport Elite units in either combat move or ncm on a 1:1 basis. May be taken as casualty.This tech must be activated by each player in order for them to receive the tech ability. Note When Attacking you will have the option of retreating if your Flight Path is over Allied controlled territories. Over water or enemy territories and you will be unable to. Sometimes Triplea will not allow a Legal move. Use Edit "Perform Move or Other Actions" to complete your move. TripleA will not keep track of your remaing movement when using Edit. May also be activated via Map Options. "PacificIslandAndPU_Change" Gives all valueless Pacific Islands 1 PU when Japan is at war with any of the Western Allies. Must be at war to receive bonus. Also gives 1 PU to the following: Poland, Malta, Crete, Cyprus, Gibraltar, Alexandria, Tobruk, Sardinia, Sicily, Nenetsia, Vyborg, Bessarabia, Turkmenistan, Iceland, Eastern Persia. Removes 1 PU from: Ontario, Rhodesia and Alberta Saskatchewan Manitoba and Kazakhstan. Japans "Strategic_Defense_Perimeter" National Objective is replaced by "Strategic_Islands". They now receive 3 PUs for control of "Midway, Wake Island and Guam" when at war with ANY of the Western Allies. The USA also acquires the "Strategic_Islands" National Objective when at war with Japan. The ANZAC Objective for Controlling Dutch New Guinea, New Guinea, New Britain and The Solomons is Reduced to 3 PUs . On the Pacific Map, when at war with each other, Japan and the Western Allies will receive 2 PUs each time they Conquer a 2 PUs value Island or less (except the Philippines). The Western Allies will receive 2 PUs each time they Conquer one of the following: Celebes, Sumatra, Borneo, Java or the Philippines from Japan. The Japanese will receive 2 PUs every time they take control of Celebes, Sumatra, Borneo, Java or the Philippines after round 3. In The Mediterranean, All Players will receive 1 PU each time they Conquer one of the following: Malta, Sardinia, Sicily, Cyprus and Crete. With originally controlled Territories, this gives Japan an additional 5 PUs, America 6 PUs, UK Pacific 4 PUs and ANZAC 3 PUs. Russia will receive an additional 3 PUs, Italy 3 PUs, Germany 1 PU and UK 1 PU. Strategically, the Axis can Conquer Bessarabia and Vyborg quite easily from Russia for a previously unavailable 2 PUs boost. UK Pacific may activate Eastern Persia for an easy 1 PU. It is suggested to use the "ConvoyAndBlockade" tech, which is explained below, in conjuction with the "PacificIslandAndPU_Change" tech. May also be activated via Map Options. "CanadaBoost" Gives plus 1 PU to British Columbia. Newfoundland Labrador and Yukon Territory are now worth 1 PU. May also be activated via Map Options with "Canada Boost". "CanadaUnitBoost" Gives 2 Infantry and a Tac Bomber to Alberta. Also places 2 infantry in UK. May also be activated via Map Options with "Canada Boost". "CanadianNationalObjectives" Gives 2 PUs to Canada if Sea Zones 117 and 123 are Allied controlled. May also be activated via Map Options with "Canada Boost". "ConvoyAndBlockade" This adds Blockade zones to Sea Zones:64,86,91,103,107,116,118 and 123. In addition to interdicting Land Territory PUs, Blockade Zones also interdict Sea Zones with PU value when adjacent to said Zones. It also adds "Convoy Zones" to Sea Zones:7,77,104,117,123 and 124. Convoy Zones allow interdiction of Land Territory PUs if Enemy Naval Units, not including Transports, are present. They are as follows: Sea Zone 7: Buryatia and Sakha. 2 PUs total. Russian owned. Sea Zone 77: Caucasus. 2 PUs total. Russian owned. Sea Zone 88: West Indies. 2 PUs total. American owned. Sea Zone 90: Southeast Mexico. 2 PUs total. American owned. Sea Zone 102: Central America. 2 PUs total. American owned. Sea Zone 104: Gold Coast and Nigeria. 2 PUS total. British owned. Sea Zone 117: Quebec. 2 PUs total. Canadian owned. Sea Zone 123: Iceland. 1 PU total. British owned. Sea Zone 123: New Brunswick Nova Scotia. 1 PU total. Canadian owned. Sea Zone 124: Nenetsia (when PacificIslandAndPU_Change is on) and Vologda. 2 PUs total. Russian owned. Sea Zones 104 and 117 are also worth 1 PU. Sea Zones 88,90 and 102 are worth 2 PUs. Sea Zones with PU value do not have their PUs transferred to an enemy, even when that enemy controls the Sea Zone. Sea Zones with PU value are not collected if enemy controlled. Land Territory changes are: Eastern United States: 12 PUs Central United States: 10 PUs Western United States: 12 PUs Mexico: 1 PU Southeast Mexico: 2 PUs Central America: 2 PUs West Indies: 2 PUs You or your Ally must control the Convoy Zone at the "Collect PU" phase of your turn to receive the PUs from the corresponding Land Territories. Submerged Subs do not control Convoy Zones. If there is a Sub controlling a Convoy Zone and it is attacked and survives the attack by submerging, control of the Convoy Zone will revert to the Original Owner. The UK has their "British_Original"(controls all Original Territories) National Objective reduced to 3 PUs. Strategically, certain Sea Zones(89,91,103) may inflict substantial damage. The bottom left of the screen will show the PU value of the Sea Zone you are in. An easy way to remember is, USA Sea Zones are worth 2 PUs, UK 1 PU, except for 123 (Iceland), Canada 1 PU and USSR 0 PUs. Note Sea Zones 103 and 118 are Blockade Zones. So even though they are not adjacent to a Land Territory, submerged Subs will roll for damage. Also of note loss of Convoy Zones PUs are not indicated the way PUs lost to Blockade are at end of turn. May also be activated via Map Options. "RussianNationalObjectives" Reduces Russia's Sea Zone 125 Lend Lease Objective to 2 PUs and Allied Units are allowed in Russia. Also reduces their "Spread of Communism" Objective to 2 PUs per Territory and limits those Territories to Originally German, Italian, or Pro-Axis Mainland European Neutral Territories. These Territories are: Bulgaria, Finland, Greater Southern Germany, Slovakia Hungary, Western Germany, Romania, Poland, Germany, Norway, Denmark, Holland Belgium, Northern Italy, Southern Italy. Adds the following NOs to Russia: "The Northern Trace" Theme: Access to Allied Lend-Lease via the Northwest Staging Route. 2 PUs if Sea Zone 5 has no enemy warships (all sea units except Transports) and Amur is Russian controlled. Allied Units are allowed in Russia. "Persian Corridor" Theme: Access to Allied Lend-Lease via the Trans-Iranian Supply Route. 2 PUs if Sea Zone 80 has no enemy warships (all sea units except Transports) and Persia and Caucasus is Allied controlled. Allied Units are allowed in Russia. Beginning RD 3 an Additional increase of +2 PUs per Lend Lease Route goes into effect if Russia is at war and Japan declares war on Russia. Allied units May be present in Russia. A Russian Destroyer is added to Sea Zone 5. It must remain adjacent to Original Russian Territory while Russia is neutral to Japan. May also be activated via Map Options. "PrimitiveTerrain" Places a "Primitive" image in basically all of Asia, excepting most Costal Territories, and up to the Ural Mountains in Russia. When starting in a primitive territory, M2 units have their movement reduced to 1. Does not affect aircraft. This helps slow Japan's push through China and discourages early Soviet Far East invasions. May also be activated via Map Options. "BBandCA_AA" Activated Round 2 Battleships now have 1 AA shot and Cruisers 2. They hit at 1 out of 10 as opposed to 1 out of 6. It is recommended to wait until RD 2 to activate BB and CA AA Guns. This prevents breaking early RD battles and reflects the early war successes in air to naval combat. May also be activated via Map Options. "Mobile_Artillery" Adds a Mobile Artillery Unit. A2 D2 +1D w/tank, C5. Gives +1A to 1 Infantry or Mech Infantry. May blitz. Does not provide blitz ability to other units. +1D w/tank represents their use as anti-tank weapons and to prevent tank buys from being adversely affected. May also be activated via Map Options. "MilitiaForAll" Activated Round 3 Adds the Militia Unit to all players. A Player may have no more than 8 Militia at any one time. May only be placed in originally owned Territories. This is to prevent spammage. It is also suggested to wait until Round 3 before activation. This represents full manpower mobilization and prevents an early UK stack to prevent Sea Lion. If "Chinese Militia" is not activated, China will also gain the ability to purchase Militia when "MilitiaForAll" is activated. Note UK may have up to 16 Militia. This is due to UK Pacific counting towards the total of 8. UK and UK Pacific should still follow the maximum of 8 per Player, which has to be Player Enforced . May also be activated via Map Options. "CloseAirSupport" Tac Bombers give +1A to Infantry and Mech Infantry on a 1:1 basis. Tac BombersC10 do not receive this ability. May also be activated via Map Options. "BM Vichy Rule" Explained here: https://www.axisandallies.org/forums/topic/27451/g40-balance-mod-3-0-rules-and-download/391 "Bunkers" Activated Round 3 Adds the NWO Bunker unit. Bunkers are a A0 D3 M0 C5 2-hit unit. They require one of the following units for placement: Infantry, Militia, Elite, Marine and Mech Infantry. If combat damaged they also require one of the previous units to be present to repair. Bunkers may be bombed by SBR's. They are destroyed when reaching 5 damage. They will function normally with 4 damage. SBR damage is repaired the same as Infrastructure damage. They will fire AA shots at SBR Bombers the same as other Infrastructure. You may place a minimum of 1 Bunker per territory. If the territory has a PU value you may place a total number of Bunkers equal to the territory value. May only place 1 Bunker per territory per turn. UK Pacific is able to place Bunkers without the required units being present. This is unintended and is player enforced. It is recommended to wait until RD 3 to activate Bunkers. This prevents breaking early RD battles and represents the time needed to build fortifications. Note Bunker 2 Hit Point and SBR Damage are separate but Image is the same. So if you repair SBR Damage or Hit Point Damage the Bunker Hit Image will show up and vice versa. May also be activated via Map Options. There are currently No Victory Conditions for this Option. Most of these house rules are discussed in this thread: www.axisandallies.org/forums/index.php?topic=36518.0 started by Black_Elk. They are also discussed here: www.axisandallies.org/forums/index.php?topic=34568.30 Am currently testing this Option which must be activated separately. "CruisersA4_GiveToAll" Cruisers now receive a +1 Attack when paired 1:1 with a Battleship. This tech must be activated by each player in order for them to receive the tech ability. May be given to all players via "Map Options".