Ok here’s my 2 cents on techs. I’ll start by saying Spring 1942, is the first edition I played (though I’ve read the rules for some older ones) and my group houseruled in tech tokens. Playing G1940 I like the way techs work now. From threads I’ve read I appear to be in the minority on this. The problem with tokens (IMO) is that it takes a lot less thought. If you spend IPCs a turn on dice with tokens you get every die you rolled last rolled plus the number of dice you bought. There is much less risk there. With no tokens you need to think a lot harder about it. With no tokens you get 1 die per 5IPCs regardless of previously spent IPCs. You need to think “Do I feel lucky with 1 die or do I need more?”.
One great point Gamer brought up is that for each tech you get on a chart, it’s that much better of a chance that you’ll get one of the ones that you really want. Also like he pointed out, pretty much the entire second chart help USA, UK, and Japan a lot. Pretty much the entire first chart does Germany and Russia good. War Bonds is great to hit early game (yes I understand you need to hit a 6 then a 5 in order to get it). That extra 1d6 will help out especially late game. Also R1 Russia hit rockets in 2 games I’ve played. If I’m remembering right, there are 2 German complexes, and 1 Italian complex within 3 spaces of Russian borders. Rockets can be devistating to anybody’s economy having to repair complexes to use them to full capacity.
Unless I missed it, here’s the big point that I’m surprised nobody pointed out. Tech dice are purchased BEFORE units! If you get Rockets, it might be worth the 6 IPC investment to get an AA gun where you were going to buy a tank. If you get Advanced Artillery, you might replace some of the Mech you were going to buy to buy some Artillery to support that stack of Infantry you have. Where you would have 10 @ 2 (plus any other units) on defense, add 5 Artillery and you now have 15 @ 2 (again plus any other units) on offense. That’s a pretty huge swing for 20 IPCs.
As Gamer pointed out Super Subs is great. Taking Subs from having a 33% chace for a successful attack to a 50% chance is great. Factor in also the first strike assuming the defender has no Destroyer is great with a stack of subs. With Improved Shipyards (which especially if aquired early enough for a naval heavy power is always great to save money).
As far as play by fourm goes I’d love to give it a go. I just hate computerized dice. They never seem random enough. Anyway that’s my 2 cents.