@panzerman I posted it for you!
I have a mod start of the game is you need a copy. It also beefs up the British navy and the German coast. You can of course pick and choose any of these options. It’s not possible to use dice to determine air and armor superiority in tww due to the inability to see the board correctly especially since defender hits drop to the bottom plus if there is a bunch of units you can’t see the lower dice rolls plus the columns and dice rolls don’t line up either sometimes. I have requested a readable battle board that gives tallies for armor and air hits but no offers at this time. So some of the following rules can only be done if you are playing with dice/LL and the chart method with the dice roller which is under game. If you have 12 sided dice that would work as well. Dice is better for to determine things for my sea battle rules and smaller battles however dice really messes up battles especially at sea. The cart means you have on a scratch piece of paper put round unit type, at what dice roll, and what unit hit for each battle to keep up with it. You also have to open up a local game as the dice roller will not work on line.
Armor and plane superiority with the chart method
You must include all fighters, tactical bombers and tanks on the chart plus see blow. Lower dice values can be like mechanized and anti-armor maybe be picked over tanks. Likewise you can pick lower value dice value planes in air superiority. You could play that all attacking and defending anti-air, anti-tank and strategic bombers be used in the superiority chart as well, just depends on how complicated you want to make it.
Tactical bombers
I don’t like that tactical bombers have a higher attacking air value then fighters in combat so only use the dice roller to determine if the lower air value hits a plane. Additionally the higher dice roll hit should count against non-infantry type units first.
Also stat. bombers should be able to act as strategic bombers for trucks, material and rockets so just edit your strat. Bomber to a tactical one.
You can scramble to any sea zone but defender must be defending his own country first if it’s under attack. For instance, the scramble at sea zone 96 with the American tact. Bomber is not allowed. Air trannies can move 1 non paratroop guy as long as its noncombat using edit force move.
Planes can retreat if the battles gets down to just attacking land forces if and only if there are no attacking fighters left and this applies to scrambles as well. This also applies to sea battle when the battle gets down to planes defending no sea units.
Anti-air rules
If you want to bring AA into combat giving thus an attacking fodder role and give them a one against air. Since there is no mobile anti-air you simulate by move edit 1 space even in territories that don’t have docks.
Strategic raid on airfields and planes
This means defender has to intercept with all defending planes and attacker can bring tactical bombers but you must add truck or material since it will not do raid w/o it. Any spill over hits from the attacking planes that exceed defending fighters must count against the bombers on the ground. You can’t intercept with strategic or tactical bombers so you could give them a dice roller especially if there are no defending fighters present so at least they get some kind of roll. You have to use the dice roller when there are no defending fighters as the attacking fighter hits will not roll due to engine plus any tact. Bombers that were edited in to perform the act but if there was a building material already there the hits do not count. Honestly the strategic bomber should get a dice roll as well since it is bombing both the airfield and the planes. Plus you have to use a strategic bomber due to engine for the raid so there must be an airfield in territory. You can scramble to a different territory if it’s under attack to escape this. You could have just a bunch of fighters do an airfield raid but you would have to add a strat. Bomber in order to do the raid but of course the bomber hit would not count and not taken as causality and edited out after the raid.
Sub rules
Only destroyers, other subs and planes (if tech), are allowed to hit only in a case where it is defending subs and no scrambling planes. If it is sub versus sub then escape is possible after 1 round but the engine will allow you to submerge so stay surfaced for one round. With advanced destroys you are not allowed to bring in battleship and carriers. Few Cruisers for WWII had depth charges but were not used to attack subs generally but will allow with advanced.
Aerial depth charges come with advanced destroyer tech and allows planes to attack subs by themselves w/o destroyer but only for two round (unless accompanied) chance to sink subs and then must retreat as the subs are considered escaped. Only way to do this is to edit the subs into trannies since the engine will not allow you to attack w/o destroyer. You could play subs are considered in sub pens if at any dock and can’t be attacked by planes at least unless defender choices not to be or the port has been damaged.
Subs get special attack but it can only be attacking sub(s). Defending player must turn battleships into 2 trannies and carriers (unless double hit tech) into one 1 transport with all other ships staying the same. In a situation where there is no destroyer but just defending, turn the number of planes into destroyers as again the engine will not let you defend with just planes. This applies in the case of a carrier as well but both situations require player to have aerial tech.
To help prevent transport stacking
Defending trannies have to be picked last as casualties but their defensive hits can only count against planes, subs, and destroyers. They are considered sunk if facing a battleship, carrier, or cruiser as they did not have the capability to sink these and even the destroyer is stretch it. You could even play with captured trannie rules as well. Only exception to this is that hits from planes and subs can count against trannies before the sea block is cleared. So you will really have to watch the battle board to see when no planes or subs are left. Honestly a question should be asked of the attacker if he wants to try to sink trannies or not.
Sea superiority
Destroyer hits must count against subs since destroyers are underrepresented in this game. Fighters were better at air than navy planes so make up for the terrain modification fighters hits must count against navy planes. Plus trannie hits should be taken against planes and subs. So you will have to use the dice roller if you are not playing dice as the board is readable unlike in big land battles.
Tech changes
Add improved destroyer and special to every country except Russia does not get special. Keep in mind none of these added techs start until the second round, so this should not upset balance of the game. Germany also gets improved AA due to the 88, however no advanced anti-tank is allowed since the defense gets crazy even with the new tww. No improved specials or beyond is allowed but you can amphibious assault with artillery by the 2rd. round but player will have to move edit them in first. For amphibious with tanks, you must get the tech so since there is not one, you must substitute a tech you get and announce to other player. Heavy tanks, mobile artillery, anti-aircraft, and anti-tank are not allowed to amphibious attack. America, Britain, Italy, and Japan are not allowed advanced tanks to represent the historical difference in tanks. Improved sub and beyond is not allowed as the first strike is way too high. Also advanced anti-aircraft are not allowed due to it was impossible to knock out a v2 which this tech makes possible.
Rockets
They could not be pin pointed to just hit factories etc. so they should only cause PU damage which can be done with editing. There is no defense against V-2 so no scramble but you can for the V-1 with normal rules, however I don’t like the new miss rules so no miss applies to rocks. Also miss rules do not apply to strat. Bomber either so use edit for damage. Only time the miss rules apply is with bombing material and truck that are with other units. If they are by themselves however miss rules to apply
Miscellaneous
Trucks carry one infantry and tow one and mechs can only tow.
You could play with lend/lease without it being a special area but only for building material and trucks. Honestly I don’t think allied troops should be able to occupy Russian territory as well.
Minors can buy whatever they want so use edit/purchase for this.
You should be able to bypass sea block like a lone destroyer especially if you are attempting a beach landing but u must destroy the block. If u don’t destroy block attacker has to stay in that sea zone and those defending ships are allowed to retreat one sea zone.
1 infantry can board cruisers, carriers, and battleships but only for noncombat unloading and they cannot have been used in sea battle that round or bombardment.