If America and Britain both get 2 Tech Dice on Chart 2, there is a 52% chance that one of them will get a tech, and a 8.7% chance it will be Heavy Bombers. In short, with a reasonable investment, they give themselves an 8.7% chance of hitting the “I WIN” button turn 1, and a 52% chance of getting something, of which the other techs will either pay themselves off, or be major boosts themselves.
My full evaluation of techs below:
0 means this tech is worthless to the nation, 1 means it will pay itself off at the very least, though it might require some rethinking, 2 means this tech is a good boost, though it still might require some rethinking, 3 means its a major boost, probably effecting a unit that the force has a lot of, and 4 means that other if this is the only tech researched in the game, your side will have very high chances of winning, all of these keep in mind each sides relative incomes, and assumes that the tech is grabbed within the first third of the game:
Chart 1 [USA+][Brit–][Ger–][Jpn–][Rus–][Itly–]
War Bonds[–1–][–1–][–1–][–1–][–2–][–2–]
Mech-Inf [–0–][–1–][–[b]4–][–3–][–0–][–2–]
Rocket [–2–][–2–][–3–][–1–][–1–][–2–]
Adv Art [–1–][–1–][–2–][–1–][–3–][–1–]
Manufactu[–0–][–3–][–[b]4–][–3–][–2–][–2–]
Paratroop [–3–][–3–][–3–][–3–][–1–][–2–]
Chart 2 [USA+][Brit–][Ger–][Jpn–][Rus–][Itly–]
Jet Fight [–3–][–3–][–3–][–[b]4–][–0–][–1–]
Radar [–0–][–2–][–3–][–2–][–2–][–2–]
Heavy Bo [–[b]5–][–[b]4–][–[b]4–][–[b]4–][–3–][–3–]
Shipyard [–3–][–3–][–2–][–2–][–0–][–3–]
Spr Sub [–2–][–2–][–2–][–2–][–0–][–2–]
LRA [–[b]4–][–3–][–3–][–[b]4–][–1–][–2–]