Sean Who Was Paul (gittes) The game is perfect as is, a nice fun wargame with enough historical favor to not be insulting. However, during my last session I did come up with a few optional rules for more realistic gameplay and wanted the opinions of some fellow geeks. Bases Land based aircraft is limited, with green bases being able to deploy one airforce and red bases being able to deploy three. Also bases have limited capacity for ships. Green bases can hold 4 ships and red bases can hold 10 ships. Cruisers count as half a ship. Pearl Harbor and Yokosuka ignore these rules. If marines land on a base the airforce is immediately destroyed. Truk must have all sea zones surrounded and then it must be stormed by a marine unit for the Americans to capture it. However, if Truk is surrounded she can no longer house Japanese warships or use land-based aircraft. (Truk was a very tough nut to crack) Combat If you retreat after a day engagement you retreat without penalty. If retreating at night roll a die after each round. On a +4 the pursuit is called off. (Represents friction inherit in surface actions and pursuit) If you are using the optional anti-aircraft rules, carriers can use their aircraft to attack land based aircraft. This is the equivalent of carrier raids like those against Truk and Formosa in 1944. If an American submarine hits a Japanese ship you can attack a second ship. (This way the Americans can sink as many capital ships as they did in reality) Extra Ships Give the Japanese player six light cruisers, rated 1-0-7. These represent the cruisers Jintsu, Naka, Sendai, Yubari, Tenryu, and Tatsuta and the destroyer flotillas that they led. The Americans can sacrifice one POC to receive New York or Texas before turn 9. They can also sacrifice a POC to receive the carrier Ranger, rated 0-1-5 with an elite airforce of 3. Misc. If Australia or Canberra have been sunk the Shropshire can be transferred to Australian command. (Shropshire was transferred to the Australian navy) At the end of every turn roll 2 dice. On a 12 the Mutsu blows up in port and is lost. On a 2 the Japanese player may eliminate an Allied warship of his choice. These events only happen once, so another roll of 2 has no effect. (Takes the historical destruction of Mutsu or any other unhappy accident into consideration)