Turn structure
Army and navy stacking limits are not checked during battle; only checked at battle's end.
Do not check army or navy stacking limits in a battle hex until the end of the battle. This allows proper concentration of attacking force. Units in excess of the stacking limit after the battle is resolved must retreat.
Restriction
Stacking limits vary by terrain type: cities and towns allow 2 army units; deserts allow 2; clear terrain allows 3.
Army stacking limits (house rule revision): Cities = 2 units maximum. Towns = 2 units maximum. Deserts = 2 units maximum. Clear terrain = 3 units maximum. These limits are enforced at the end of battle in a contested hex; in all other cases they are enforced at the end of the movement phase. Units exceeding the limit after battle must retreat.
Restriction
Full terrain stacking limits: Clear=3, Forest=3, City=2, Town=2, Desert=2, Marsh=2, Mountain=2, Sea=4, Coastal=2. Alpine and Shoal are impassable.
Stacking limits per terrain type (hex limit / hexside limit): Clear: 3 / 2. Forest: 3 / 1. City: 2 / – (no hexside limit; other terrain effects also apply). Town: 2 / – (no hexside limit; other terrain effects also apply). Desert: 2 / 2. Marsh: 2 / 1. Mountain: 2 / 1. Sea: 4 / 2 (naval units only; army units at sea are considered naval). Coastal: 2 / 1 (naval units only; army units are considered ashore). Alpine: impassable. Shoal: impassable.
Restriction
Only one air unit may base at towns and airfields; cities may base up to 2 air units.
Air unit basing limits (house rule): Towns and airfields may each base only 1 air unit at a time. Cities may base up to 2 air units. Carriers may base up to 2 air units, but only when the carrier's strength (step count) is greater than zero. Exceeding these basing limits is not permitted; players must plan air unit deployment accordingly.
Combat
All of one side's Bombers fire simultaneously in the same fire step.
All Bombers belonging to one side fire at the same time during the combat turn (after Elite units, before or with normal units as applicable). This applies to Heavy Bombers, Medium Bombers, Dive Bombers, and Torpedo Bombers collectively. They do not fire in separate individual steps.
Combat
All air firepower except Fighter firepower is classified as Flak. All units in a group targeted by air may return Flak fire simultaneously for free.
All air unit firepower except that of Fighters is classified as Flak (i.e., Bomber firepower of all types). When air units attack a target group, all units in that group (army, navy, or air) may return fire simultaneously using their Flak value at no cost — this is free return fire. Only the air units that actually attacked that target group can be hit by this Flak return fire. Fighter air firepower is NOT classified as Flak; however, Fighters are still subject to Flak fire from defending air units.
Resource management
Elite/powerful units cost 2 PP per step; standard units cost 1 PP per step.
Unit purchase costs (house rule, per step): COST 2 PP: All Air units (Jet Fighters, Fighters, Dive Bombers, Torpedo Bombers, Medium Bombers, Heavy Bombers), Armor, Artillery, Mechanized, Cruisers, Battleships. COST 1 PP: All other Naval units (Submarines, Destroyers, Carriers), all other Army units (Airborne, Mountain, Marine, Infantry, Engineer, Supply). Heavy Armor costs 3 PP per step. Jet Fighters cost 3 PP per step.
Special
Armor gets G3 firepower when attacking or defending in clear or desert terrain that does not contain a city or town.
Armor units (not Heavy Armor) receive a Ground firepower value of 3 (G3) when attacking or defending in a hex with clear or desert terrain, provided that hex does not contain a city or town. In all other terrain types (forest, mountain, marsh, city, town, etc.) Armor uses its standard G2 firepower.