1) A corps can only change its commanding HQ before it has been supplied. No special supply twice (no changing the name of a corps then supplying it again).
2) No HQ may launch more than two missions of the same type, per turn. No single enemy target may be attacked more than 2 times per turn. Raise attacks and missions by 1 in the 1st clear turn of 42.
3) A corps must have x+1 Mobile division sized units in it to plot more than two squares of movement where x=number of Infantry division sized unit in it. (to avoid an abusment of Pz Corps)
4) All Soviet HQ's within 3 squares of the eastern edge of the map, are considered to be "beyond the Urals" and MAY NOT be attacked by player directed air missions, such as an airfield attacks. The air groups in these HQ's can't fight however, they must be in training mode only. This rule no longer applies once the HQ has one or more enemy korps within 3 hexes to it.
5) Finnish forces MAY NOT attack Leningrad (40,7) or it’s supply hex (41,6). The Soviets are required to garrison Leningrad with MINIMUM 3 Divisions even though Finland may not attack. If the Germans capture Leningrad, Finnish forces are allowed to enter Soviet territory and engage in combat but they must remain on or above the 12th parallel.
6) No player may have more than 1 heavy tank factory for every 2 light or medium tank factories.
7) No changing the chains of command.
Optional
8) A corps must use all its plots (2 or 5) to enter an enemy controlled mountain or swamp hex. Under snow or blizzard conditions, the swamps are frozen and are clear terrain.
9) Usage of naval transportation is limited to 3 stack points per turn.
10) No use of stacked HQs as front line units. No use of stacked Panzer Korps (No German Pzkrps can have more than 2 Pzdivs and 2 Motorized divisions, and must contain a flak and artillery battery) in '41 and '42.
There's been a lot of discussion of the "stacked HQ" defense, whether to allow it or not (perhaps allow it only for Moscow + Leningrad in 1941), and the suggestion that stacked german panzer korps are unstoppable. Hence my version of #10 above.
ORIGINAL: m39 white death
Well, I'm the guy who developed the HQ defensive strategy, and I'll tell you why. German players were jacking up their Pzkrps beyond historical levels to the point that no defense could stop them. Putting 3 Pzdivs, a motorized div, and 4 stug battallions in a Pzkrp guarantees success...there is no way to defend against this. The soviets can't put enough combat value in a hex to stop four or five of of these monsters, line abreast, from smashing everything in their wake. Add to this the complete air superiority of the axis in '41 and the game is simply not winnable, let alone survivable, as the Russians. In fact, its no longer worth playing, its that bad, and all experienced WIR grognards know this.
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I have no problem with prohibiting HQ defense but it MUST be accompanied by a limitation on what can be put in a Pzkrp. 2 Pz div max, 2 motorized divs max, and the Pzkrp must contain a flak batt and an artillery bat, as was historical. ...