There's a lot wrong with this game, but it's an eminently "tinkerable" design...especially given the similarity in scale and more sophisticated efforts of the VG' Fleet series. First off, the premise the longer game is built around, that the Sov. Med and Black Sea fleets would be expended to cut off Israel from the West in a Third World War is debateable. But the map ends at about Malta, essentially trapping the Sov in the Eastern Med...so I prefer to use the shorter scenario's premise for both games: that the Sov battle for control of the Aegean and attempt to exit to the west past Malta. Also, try starting the game with the Sov. Black Sea fleet already linked with the Med fleet and more importantly, reverse the order and sequence of play so the game starts with Sov. move, fight, Nato move, fight or give the Sov first turn: move, move, fight...depending on your setup. Free up the ZOCs....units need not stop but must pass a detection check when moving into any enemy ZOC. This detection range can be arbitrarily determined depending on your opinion of that era's sensors. Say each Sov surface TF are detected on roll of 1-4 or individ sub on 1-3 with modifiers for nuke boats and restricted waters...both NATO surface/subs on 1-2 (nuke boats: 1) Only detected units can be attacked. Use the same CRT (or make up another...I still can't find the one I made a long time ago that worked pretty well)...but attacker "hits" on rolling equal or less than the die range. Hit units are flipped and defend/move at half strength (rounding down). Second hit or roll of 1 on any attack kills. Double stacking limits to 6 naval units/12 a/c per hex. Elim the IS units or keep 'em as dr-released NATO reinforcements...but add the optional Sov air forces to Bulg/Rom airbases... I've tinkered with these and they make the game much more nailbiting and interesting for NATO as it strengthens the Sov... Let me know what you think... Doug Murphy