Below are three new optional rules from TGWiE designer Ted Raicer. They'll be published in hobby edition 36, but I post them here for the immediate edification of the cyber-elite. Those with access to other boards and services, please cut and paste them there. Thanks. Ty Bomba. 20.6 Fortress Surrender Fortifications and Heavy Fortifications, and any mobile units in them, which only have fortress supply (not regular or sea supply) may surrender. At the end of each Strategic Turn starting with Turn C, an isolated fortress hex surrenders on a die roll of 4, 5 or 6. But roll for surrender only if the opposing player has a number of combat units adjacent to the fort at least equal to the total number of units (not steps) in the fortress, counting the intrinsic fortress defense step as one unit. For example, say Lotzen is cut off from all Central Powers supply sources. Two German divisions are in the fortress. Roll for the surrender only if three or more Allied divisions are in any of the adjacent hexes. 20.7 Western Front Trench Warfare Players wanting to further recreate the "trench warfare" mentality of the western front high commands should use this rule. Starting with the Jan/Feb 1915 turn, all combat units on the western front (not Italy) that start their movement adjacent to an enemy unit have their movement allowance halved. (In other words, they use their printed- on-the-counter allowance.) Further, headquarters units moving anywhere on the western front map that move more than their printed MF are immediately flipped to their non-support side. These restrictions end for both sides immediately following the play of the first Shocktroop Conversion chit, or the entry of any replaceable Allied tank unit onto the map, whichever occurs first. 20.8 The Red Army If no Brest-Litovsk Treaty has been declared, the Allied player may begin forming the Red Army on the second Strategic Turn following the Bolshevik Revolution. For example, if the Bolshevik Revolution took place on Turn N, the Red Army could begin forming on Turn P. Each eligible Strategic Turn, provided the Central Powers player has yet to declare a treaty, roll one die. That is the number of on-board Provisional Government divisions (in regular supply) that are immediately converted into Russian 3-4-4 divisions. These new "Red Army" units have their full printed combat factors available. Further, the Russians get one 0-2 HQ unit each Strategic Turn they build Red Army units. (These HQ never provide support, only supply.) The Russian still get no RPs, so if there are not enough Provisional Government divisions on the board to make a conversion, the excess Red Army divisions called for by the roll are lost. Red Army units may not stack, move through, or attack in conjunction with, any other Allied units. The Central Powers player may still declare the Brest-Litovsk Treaty on any Strategic Turns after the Red Army is formed. This rule may be used in any scenario.