There is no SZ # in the SZ directly north of 94.
Additionally I would recommend that you eliminate the 4 way intersection between SZ 92, 97, 94 and the unmarked SZ.
Thank you knp7765,
I am currently working on the theoretical research side of the technology rules and may need some help with ideas. I will use many of the standard options (Long Range Aircraft, Heavy Bombers etc) but I aim to expand these ideas even more. I will likely create a tech tree with different starting points (Air, Naval, Land, Industrial etc) that sprout outwards and even cross over/link in with each other, with the more advanced techs requiring prerequisite techs. You will still have to use the research tokens which you can accumulate over the turns. More on this soon.
As for the practical side of things, I have made no hard & fast rules stipulating that any given unit type may only be upgraded once per turn. As it stands, players are welcome to invest as much as they want, per turn, into the design of their choice. So if you really wanted those Improved German Tanks on your first turn, then yes, you could indeed spend the 16 IPCs and get them!
Unit Technology Cards coming very soon…
Now I will post the pictures for the Unit Technology Cards. First up, the Axis Minors. Remember, these units are generic across the various nations that were allied to or indirectly supported the Germans. They cannot be upgraded with practical technology; they get what they start with. Here goes:
AXIS MINORS:
UNITED KINGDOM:
UNITED KINGDOM cont…
UNITED KINGDOM cont…
UNITED KINGDOM cont…
UNITED KINGDOM cont…
GERMANY:
GERMANY cont…
GERMANY cont…
GERMANY cont…
GERMANY cont… Sorry for the number of posts!
I just took a quick look at your practical tech cards. I’m going to need to print these up. Anyway, I noticed the hit points are very high, even with infantry hitting on a 3 or less. I assume you mean to use 12 sided dice with this game?
I once expanded the Weapons Development chart to 20 different technology choices you could go for. Also, some of the ones that I came up with depended on others as well. A couple of them were a little futuristic for WW2 technology –- like Stealth Technology: all attacking planes get one free combat roll and defending casualties don’t fire back — but most of them I think were suited to the time period. I’m not sure where my old notes are, but I think I can remember most of them if you are interested.
Sure thing knp7765, that would be cool. I like your stealth fighter idea. Yes, my game uses the D12 system - sorry for not mentioning it earlier. Some of my ideas for the Industrial tech tree would be:
Improved Industrial Efficiency 1 - Roll 2 D6 and keep the best result. Add that many IPCs to your hand. (just like the old War Bonds)
(which would lead to)
Improved Industrial Efficiency 2 - Roll 2 D6 and combine the totals. Add that many IPCs to your hand.
Full Build Capacity - Your Minor Industrial Complexes may now be upgraded at no cost. New Minor ICs may be built on ANY territory.
Just a couple of ideas. I’m open to different names for them and so on. I’ll post the rest of the Unit Tech Cards soon.
UNITED STATES:
UNITED STATES Cont…
UNITED STATES Cont…
UNITED STATES Cont…
SOVIET UNION:
SOVIET UNION Cont…