Coastal Interaction
This rule is detailed on its own page. It has not been playtested yet and is not in use in our games.

Convoy Points
If a side has a single convoy point in a sea zone, it does not grant the opposing side a -1 to its search die roll.

Rationale:
We use Limited Overseas Supply. It is too difficult to keep supply open when a single convoy point grants as much as a 50% increased chance to ambush every fleet in the sea zone.

CW Units and Production
In all cases except for TERR (which are covered under another house rule), the CW may choose to build units from a specific Home Nation. The player draws randomly from the units in that forcepool from that home nation. Units built from a specific Home Nation take 1 turn longer.

For example: The CW player wishes to build an Indian INF, since he expects an invasion there shortly. He elects to draw randomly from the Indian INF in his forcepool. The Indian INF drawn takes 3 turns to build instead of the normal 2 turns.

Rationale:
We find it exasperating and unrealistic that when the Axis is in the process of invading England, the CW player has to build GARR and INF in New Zealand and India. This makes the CW completely unable to respond to specific threats to its Empire and takes strategy out of the hands of the player and into the realm of blind luck.

Defensive Armour
Defenders gain an armour bonus on the 2D10 blitz chart only under the same terrain and weather that attackers get such a bonus. This does not apply to AT and AA guns. Requirements for first loss during blitz attacks only apply if the attacker has chosen the blitz table.

Rationale:
The same mobility limitations to the attacker when attacking, say, in forest, applies logically to the defender as well, who cannot utilize as well a mobile defense, armoured spoiling attacks, or mobile reserves. We also feel that if the defender calls a blitz, there is no reason why the attacker should lose a wheeled unit as its first loss. When the defender calls a blitz, it basically represents a willingness to conduct a tactical withdrawal.

Factory Defense
Most cities provide an extra -1/2 to the attack die roll per factory printed in the hex (even if a factory is moved). Half point modifiers are rounded up. However, Paris and Rome never provide such a modifier. In addition, any cities in France controlled by France (not Vichy France and not Free France) do not gain this bonus. Engineers using their city bonuses treat each factor as half their normal effect. Thus, a 2 strength ENG adds +1 to an attack against a city with at least 2 factory hexes. Attacking ENG can only negate the defensive city bonuses; they cannot grant a bonus above and beyond all city-related bonuses.

Rationale:
We are worried that -1 per factory is too powerful in general (hence halving this bonus). We also felt in certain cases (like France and Rome), it might unbalance the game. The historical rationale is that Paris and Rome were declared open cities, so the lack of -1 reflects the all around desire not to see these cities completely decimated by whomever defends the city. The France rule reflects the general lack of French resistance.

Food in Flames
In order to avoid a production penalty, the CW must transport to a factory in England (including Northern Ireland if CW controlled) 3 resources from Africa, 2 resources from India, and 1 resource from Australia. These resources must come from territories or countries that are controlled by the CW at the start of the game. For each such resource not transported to a factory in England at the beginning of the Production Phase of each game turn, the CW loses 1 production point.

In addition, at any point in the game turn, if a supply path of unlimited length cannot be traced from India, Australia, New Zealand, or South Africa to a primary supply source in England (including Northern Ireland if CW controlled), then the CW notionals for that Home Country do not gain the home country notional bonus of +1 to its notional combat factors.

Rationale:
The original premise of the Food in Flames rule (devised by Devin Cutler) was to force the CW to maintain its historically very important convoy lines to its far-flung empire. RAW WIF allows the CW to ignore this historical imperative and run a single short, massively guarded line from the Carribean and Canada to the UK and produce at full production.

The Food in Flames rule that made it into RAW is not sufficient because 1) it is a bonus to production, not a penalty, 2) 3 production points is simply not incentive enough to promote the CW to spend its efforts guarding a far-flung convoy line, 3) it only required a single convoiy point to be strung out to each location.

This new rule solves several of the above issues. It doubles the penalty for ignoring Food in Flames. 6 producdtion points is now 27% of the CW economy. Also, it requires more than a minimal convoy line to get full benefit. You now have to run a 3 point line to Africa and a 2 point line all the way to India.

Finally, the penalty to HC notional strength was designed to reflect the fact that not only were the convoy lines important for bringing materials and resources to the UK, but they were important as a form of imperial morale to keep the territories firmly committed to the war.

Force Pools
The naval supply units in the US forcepool (the TRS counters with port capacity on the back) are a seperate forcepool and are not included in the normal US TRS forcepool. German Milchau Subs are a separate forcepool and are not included in the normal German Sub forcepool. Japanese Supply Subs are a separate forcepool and are not included in the normal Japanese Sub forcepool.

Rationale:
These units are too specialized to simply randomly draw them from a larger forcepool. It makes no sense to essentially stop the US from building mobile ports until it gets lucky or builds out its transport forcepool. These units are not accidents of design, they were intentional design decisions.

Frozen Lakes
If units are on a frozen lake hex when it unfreezes, they are not eliminated. Instead, the owning player moves them to the nearest legal hex they can occupy without violating stacking limits and turns them face down if they were face up at the time the lake hex unfroze. If the units were already face down, then they are treated as Shattered.

Rationale:
100,000 men being drowned by a slowly thawing lake is preposterous.

Inactive Factories
At the start of each turn, during the Lending Stage, any Major Power may declare any of its factories as "inactive". Such a factory does not need to be in the home country of the Major Power. In can be a captured factory.

Declaring a factory inactive means it may not be used for production in the turn in question. But an inactive factory also cannot be strategically bombed.

An inactive factory can be declared active during the Lending Phase of the turn.

An inactive factory may be railed using rail movement like any other factory and subject to the same restrictions as an active factory. However, if an inactive factory is moved by rail movement, then there is an additional 1 turn delay (beyond the normal delay for railing a factory) before the factory can be used to produce.

Rationale:
The reason for this should be obvious. I have always though it silly that the CW can bomb Lille every turn even if the Germans don't need the factory. In the past, it wasn't an issue because in RAW Germany had to capture Lille, thereby destroying the red factory and it could always choose not to repair it. But in CoN, that's not the case, and the Germans get saddled with that red factory for the rest of the game.

Intelligence Gearing Limits
Build points allocated to Intelligence have a gearing limit just like other units. Treat Intelligence as a class of unit subject to its own gearing limits.

Rationale:
Intelligence operations were a long and time consuming process that did not happen in fits and starts. In addition, the Intelligence swings become absurd in the late war of the US and CW can simply allocate 20 build points each to Intelligence one turn on a whim.
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