I still don’t like the idea of using 2 dice for HBs and choosing the best of the two. To me that sounds more like precision bombing or smart bombs than heavy bombing.
Look, I understand that giving HBs 2 dice for SBRs is really powerful, especially if you add another +1 or +2 to that total. (Also, in combat giving each HB 2 hits at 4 or less is pretty tough as well) However, the attacker had to invest quite a bit just to get these and deserves a return on his/her investment.
1 - You have to buy research dice @ 5 IPCs each. Usually, to get a good shot at getting a “6”, you have to get at least 6 dice which is 30 IPCs right there. Even using 6 dice is no guarantee. You could roll and still NOT get a “6”. There goes 30 IPCs down the toilet (Unless you use the token system like I do, then at least you can re-roll those dice next turn). Not everyone uses the token system so if you buy 30 IPCs for reasearch dice and fail, it is simply gone.
2 - If you do get a breakthrough, an you can only get 1 per turn, now you roll again to try and get ANOTHER 6 for HBs. There are 5 other developments you can get and really none of those are much help if you are really wanting HBs for SBRs. Three of them are totally useless in this case; Super Subs, Improved Shipyards and Radar. Long range aircraft will give you an extra movement space to get there, but still doesn’t give you the “punch” you are looking for. Jet fighters could help you out as escorts against interceptors, but still have nothing to do with the actual bombing of the facility. My point is that even if you do get a break through, you still have a 1 in 6 chance of getting something that is really useless to you in terms of SBRs.
Theoretically, it could take you 6 times just to finally get HBs. If you do use 6 dice each time, that could be 180 IPCs over six turns just to get Heavy Bombers. That is not even counting any turns that you bought 6 dice and got NO breakthrough. If you don’t use the token system, you can add that to the total cost of getting HBs. Plus, you STILL have to buy your bombers at 12 IPCs each. You could end up investing a total of well over 200 IPCs.
Granted, I am figuring for MAXIMUM cost, but let’s figure an approximate average. Say you buy 6 research tokens for 30 ipcs. Bad luck, not 1 “6”. So you keep them till next round and re-roll. Roll again, you get a “6”. Roll for tech, you get a “4”; Radar (seems to happen to me alot). Next turn, buy 6 more. Roll, get another “6”. Roll again and get Jet Fighters. Next turn, buy another 6 tokens, roll and bad luck, no “6”. Next turn, re-roll, get a “6”. Roll for tech, EUREKA, you get another “6” this time. You finally have Heavy Bombers. Of course you want to use them so you buy 2 or 3, that’s 24-36 IPCs.
So, OVERALL, you just spent 90 IPCs in research over 5 rounds just to get HBs plus the 24-36 so you can put them to use, which won’t happen until turn 6 because you can’t use those new bombers yet. Even if you already have a couple, it still took 5 rounds and 90 IPCs to get them. This is just a rough estimated average but you get my point. For all of that time and money invested, the player should get the extra punch of that second dice.
I know this is all very hypothetical. For one thing, it assumes that due to spending all that money in research, the enemy hasn’t pushed you back so you can’t bomb his ICs, or are even threatening your capital. OR, that during all of this you haven’t moven in ground forces and simply taken his capital, in which case now that you have the HBs, you don’t really need them. Also, I know my number of research tokens/tech dice (6) is not necessarily what anyone else might get. Some may only buy 4, others maybe 8. You may get HBs first try or never at all. Plus, I know there are always those “fluke” rolls where someone happens to have an extra 5 IPCs so they say, “What the heck” and gets a tech dice, rolls it and gets a “6”, rolls again and what do you know, another “6”. So they magically have HBs on round 1 and tear up the board the rest of the game. I just tried to give a rough average.