Ok, I have been thinking a lot about my campaign rules, and have a few ideas.
I don't really want to add too much complexity, one of the things that I'm happy about with the rules is that they are reasonably straightforward. The idea is that players would use the rules really as a means to facilitate a series of linked games rather than create a gaming experience in its own right.
If players wish to fluff up the backstory to the campaign then that is their perogative to do so, but equally, if they don't care about story and just want a series of battles (as myself and my brother did), then the system doesn't penalise them for this.
Supply lines have been something that I've fretted over throughout the long years that I've worked on this project. Frankly, I think it is better off without worrying about things like that.
However, I have been thinking hard about the "War Chest" idea.
I had stated in the Off-Table Support section that if these rules were adapted, players would receive a bonus of 20% of their total points spend which I now intend to be the "War Chest". Instead of only being spent on Off-Table Support, this can be spent on anything.
But, on top of the off-table support and standard units, players will be able to invest their war chest by building up to four special installations, each of which would cost 500 points each (possibly this cost would be higher for larger campaigns - I'm

at you here Ulric). The installations would be as follows:-
Barracks
Tank Factory
Titan Yard
Aircraft Hangar
As well as costing points, these installations could only be built once players had taken control of cities, ie taking one city would entitle players to select one installation to build per city. I'd recommend putting 3 cities in each half of the board and 1 bang in the middle...
The purpose of these installations would help replenish battle-weary forces. Any force that had fought a battle that visited the barracks/tank factory/aircraft hangar would roll a D6 for every model/stand that they had lost. A roll of 6 would see these units drafted in from said installation. The Titan Yard could perform 100 points of Titan repairs per turn until the Titan was restored to its former glory. Note that this does not mean that players can pimp out their Titans with better weapons than they started with, the Titan Yard would only fix whatever damage had been done.
Where these players placed such installations would be at their discretion but would have to be at least one row behind their frontline. Installations placed high up the board would be inviting targets for enemy armies to destroy. Put them too deep and armies which have fought may have too far to travel to get patched up.
Thoughts? Would people be interested me expanding this idea further in the Advanced Rules section?
Beyond this, I'm happy to incorporate any additional rules anyone comes up with for the system.
For anyone who missed them, here's the rules as they stand. They have only been slightly amended since last posted;