Blitzkrieg General by UGG is a wicked little game. It is an ideal Axis and Allies spin off without being a total clone. I picked it up in a trade almost as an after thought and five campaign games later, have gotten a tremendous play value returned on my minimal investment. The Allies have won four of the five games, though the record could have been 3-2 had not card play been decisive. In playing the game over the past year I've come up with three slight variations for house rules that improve play (going through a solo run now to test them) and I'm trying to figure out a fourth, though nothing concrete yet as it would need much more playtesting. 1] The British Navy can be overwhelmed by smart Axis play with a little shade of luck. The Italian fleet has open access to the Atlantic before Italy enters the war and can cause some major trauma. Not wanting to modify the game rule; I've done the following. Replace the Gort "2" army HQ with a naval HQ "2" and named Cunningham (or substitute your favorite admiral's name). This Naval HQ must stay on the European map until either Germany or Italy is conquered. 2] The Japan-China attack limits are supposed to slow down Japan and reflect historical limitations. In practice, since air units are exempt from the limited number of units allowed to have combat. And since you are only allowed to have combat in one area anyhow, the result is often that three weak Chinese units fight Three JPN infantry and at least that many air units. Before the war with the US; what else in Japan going to do with all that air? Make a new Chineses infantry unit with limited inherit leadership ability. I call it "Mao" and has a value of 4/2. It is availiable at start in Pakoe and it is rebuilt as a normal infantry unit, at +1 cost (there is no additional cost to flip over if reduced). The Mao unit can fight above and beyond the Japan-China limitations for the turn. It can also react as if commanded by a leader, but can never exploit. It cannot end a turn in the same area with the Chiang HQ. 3] The way the game is structured, partners are allowed to trade cards; which makes for some stereotyped play after awhile, and imbalanced to boot. What Chinese player, having drawn "Winter Offensive" would not offer it to the USSR with the East Front situation so critical? This leads to "pat" hands as I can well attest, as Comrade Stalin, having used perfect card play to destroy the largest concentration of Germans in the Motherland in 1943 in the game hinted at above (ironically, my exploitation attack that sealed their doom took place at Kursk). Solution? Allow NO TRADING. To compensate for this, each nation draws two cards rather than one. You can still only purchase one to keep and must discard the other, but you will get two options. If a country is at war they can spend an additional 1 BP to draw a third card if desired. 4] When she goes to war with the Axis, the USSR economic strength triples, bringing it up to nearly the war time production of the USA! This isn't quite as bad as it sounds in play, as your dead pile is going to be enormous after the Panzers get rolling. Still, the long term affects are such that after so many playings, you can almost recognize after the first few turns of Barbarossa, if the game is even worth continuing because you know the Axis are doomed. Solution, without imbalancing the game in the other direction? The jury is still out on this one. What I am trying now is that the USSR does not get to count the Production on the Pacific map until one full year after the Axis invade. If Japan is at war with the USSR concurrent with the Germans this prohibition is also lifted. Thanks for reading, William Sariego