From VMHQ Bodyguard/Overlord House Rules By Brandon Einhorn (brandon@global-tech.com) 1) Do not allow allied tactical bombing of German units in areas where there are no other allied combat units. Currently the allies can target strong revealed static units and eliminate a number of them before the invasion. Considering the size of these units (corps) this seems excessive. 2) Limit the number of units that can trace supply to a port to the ports buildup capacity, with the exception that an unlimited number of units may be supplied in a port hex. 3) Raise the movement allowance of units to six MP, and raise the cost of entering an area with enemy units by one. Combat costs one MP also. Even without interdiction, the German units move too slowly. This is fatal when combined with a 10 unit limit. 4) Limit the allied supply line length to five movement points. This at least forces him to take a port or two on the way to Germany. With the current rules, the entire Allied army could be supported from south west France, via a 500 mile overland supply line. 5) Overruns - When a force enters an area it may announce an overrun. If it has a 5-1 superiority the target unit is eliminated at a cost of one extra movement point. If 5-1 odds can't be achieved, then the force ends its turn, and has combat normally. This prevents the unrealistic tactic of sacrificing a weak division or decoy to slow the enemy for a month. 6) Allied units moving by sea count as two moves. [ or at the least roll on the weather table] [This is to prevent the Allies from moving the entire invasion force to Africa the turn before the invasion, and then invading the following turn] 7) New intelligence system a) A new counter set is required for the intelligence chits. There are 5 chits for each area and each invasion date, 2 for each phrase, 20 bodyguard chits. The board is divided into invasion zones: Southern France & Italy, Western France, Northern France, Belgium & Holland, Germany & Denmark as evenly as possible. The Allied player selects all 5 chits for the invasion area, 3 chits for each other beach in the zone, 2 chits for all other beaches, 5 chits of his choice, 5 for the correct invasion date, 2 for all the others, 2 chits each for the pre-invasion and partisan uprising phrases, one chit for each other phrase, 20 Bodyguard chits. This is around 110 chits. b) Each turn the German gets one chit for: having an agent in play in an off map area (up to 4 chits). He gets four chits for each undoubled agent in Great Britain, and one chit for each doubled agent. If he draws an intelligence card that would reveal the date and/or location of the invasion, he gets 4 more chits. But, for each doubled agent, the Allied player may add one chit [from those not in use] of his choice to the batch of chits the German has taken [not to the cup of chits], before the German looks at them. Thus the allied double agents allow the player to feed false information to the German. This is of much greater value than adding or removing some chits from the chit cup. This gives the German the chance to piece together the invasion plan, and for the Allies to mislead him, not by removing chits, but by actually giving him bogus information with the extra unused chits. It requires 100 more counters, but makes for a better game.