From: Little England
1. TURN 1
No allied CV hunting on turn 1.
Japanese player knows where they are, too easy to find and sink.
Seems like common sense to me.
2. 4 ENGINE BOMBERS
No 4 E naval bombing below 10,000ft
Too Effective / Not Historical ?
Probably unnecessary, 4Es really are not very effective in the naval bombing role unless you train them up, and training bomber pilots is very hard for the Allies in 1942. I've used and abused them at low level and they've done nothing except die.
3. POLITICAL POINTS
Permanently Restricted Units must not cross national Borders.
Full PP for transfer of units from restricted HQs
i.e. PP to move out of Kwantung/Manchuko, India & China.
No switching land unit to air HQs etc. to do this cheaply
Full PP to transfer units from restricted HQs to allow movement across borders.
Thai forces can not move out of 3 hexes of their national frontier.
AVG must remain in Burma or China.
Various fixes to correct issues with the PP systems shortcomings.
Pretty much a given I would say if you're being sporting. I wouldn't demand it as a house rule I suppose but I'd expect most people to stick to it anyway. I think you also shouldnt allow people to change a corps HQ and thus get all the subordinate units switched out 'for free'. Otherwise even the PP restriction is minor. I think restricted corps should not be able to change their commands, at all.
That said I'm not sure PPs, even if used in this way, really provide much of a restriction. I got masses of them all the time, hardly ever use em.
4. NIGHT AIR ATTACKS
Restrict continuous night attacks or any night attack early in the war (until 1944?)
Yeah I agree with this in theory, night bombing is ridiculously good. it's better than it was in WITP I think. I'm amazed more people don't complain about it, I remember in WITP it was a major bone of contention.
I can live with it though.
5. INVASIONS / LAND COMBAT
No sub invasions.
No airdropping 1 squad via airdrop.
Only allow landings/invasions at dots hexes or bases.
No use of portions of parachute units to seize hex's
No unit fragment to cut off retreat, Units blocking retreats must be of realistic size (brigade or above).
Only airdrop a unit on a target if it has at least 40 Prep Points on the target it’s dropped on.
Gamey Tactics ?
Probably a bit gamey but most of them are easy to stop, and sauce for the goose is sauce for the gander. Not sure it really makes any odds overall.
6. STRATEGIC BOMBING
No strategic bombing in or out of China until 4/43
No Chinese City bombing until 1944.
No bombing of Chinese Industry.
Stop unbalancing of China Theatre?
Probably the only rule on your list I would demand, this is essential or China is toast and there's nothing you can do.
7. NAVAL MOVEMENT
Malacca strait must not be crossed by IJN surface ships until Singapore is in IJA hands.
Workaround for Naval guns shortcomings at Singapore?
Doubt it really matters. If they really want to go up there, why not.
8. PT BOATS
All PT in the same hex must be in one TF.
Doubt it really matters. PTs arent all that good now. Use DDs to weed em out.
Only two independent artillery units may bombard for each division in the hex.
Stops Japanese Death Star Atrillery / Evacuation of all ART from Manchuria?
Artillery got nerfed pretty hard, its not an issue now really except in open hexes. Do not defend in open hexes! Problem solved, no rule needed.
Maximum mission altitude for fighters resticted to band with maximum maneuverability.
Helps with constant 'Dive' when using max altitude
Don't think this really helps anything personally, it just changes some numbers around (swap 15k feet for 36k feet) which might make some people happy but the results are basically indistinguishable, just a different number on the combat report.