There’s plenty of tech ideas and modifications.
The goals of each set of tech rules can vary greatly.
My current FTF playgroup dislike the current AA50 tech rules for three main reasons (in order):
1). Randomness of tech investment to target outcome
2). Instantaneous usage of tech (surprise! Got long range on 1 $5 tech dice on US1, your Japanese fleet is now sunk)
3). Techs are not equal, some are more desirable than others and should equalized somehow
So I wandered onto an idea proposed by others (tech via a point system) and discussed in this thread:
http://www.axisandallies.org/forums/index.php?topic=16240.0
Solutions to problems listed above:
1). You can target a specific tech
2). Due to the mechanics of how techs are achieved, other players are aware that game breaking techs are being developed by another nation, and can estimate how soon they might be achieved.
3). By varying the points, better techs take longer to achieve, so that are an additional cost in time. This also could enable some offsetting techs to be developed (more strategic)
Only through game play testing can an idea truly be measured as a good one or a bad one. We have at least 15+ games with these tech rules. Tweaking point levels and number of tech rolls along the way.
Feedback is appreciated
The attached Word document is much nicer format, but wanted to show the point values and rules without requiring people to d/l the document.
TECH via a POINT SYSTEM v2.2 revised Dec 2010
Each tech has a point value. Purchased researchers have the same cost, but are targeted for only one tech. Roll as normal for research, but add up the total rolls and apply them toward the selected tech. Once point value is reached, tech is gained (said researchers are lost/not needed). Techs achieved on the first try come into play at the end of non-combat moves (yes, war bonds are ‘instant’). This may result in achieving multiple tech per turn. This is legal under these tech rules.
Example:
US wants heavy bombers eventually, they are worth 25 research, so on turn one I purchase one heavy bomber researcher. I roll and get a 3. Now I need 22 more research to get heavy bombers. On turn two I decide I want super subs, and since that tech isn’t as powerful I only need 15 research to get them. I purchase 2 researchers, both for the subs as I want to sink japan’s navy now. I roll a 2 for my heavy bomber researcher, leaving 20 left, and then roll a 4 and a 5 for my subs, leaving 6 left and with any luck on turn 3 I’ll get my super subs.
Number of Researchers restriction: Only 2 tech researchers are allowed per tech. Both can be bought in one round.
Tech points assignments:
Technology Val Technology description
Chart 1
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Advanced
Artillery 12 Each of your artillery units can now provide greater support. One artillery unit can support two infantry per attack. Two infantry when coupled with one artillery unit each have an attack value of 2.
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Rockets 20 Your antiaircraft guns are now rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of yourConduct Combat phase each turn, each of your antiaircraft guns can make a single rocket attack against an enemy industrial complex within 3 spaces of it.
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Paratroopers 30 Each of your bombers can act as a transport for one infantry, but it must stop in the first hostile territory it enters, ending its combat movement. Both units must begin their movement in the same territory. The infantry is dropped after any antiaircraft fire is resolved, so if the bomber is hit, the infantry it carries is also destroyed. The infantry unit may retreat normally to a friendly adjacent space during combat.
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Increased
Factory
Production 20 Each of your industrial complexes can now produce two additional units beyond its listed IPC value. For example, Germany with 10 IPCs can now produce 12 units. Also, when repairing a damaged industrial complex (removing damage markers), you can remove two damage markers at a time for the cost of 1 IPC (half price).
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War bonds: 10 During your Collect Income phase,roll 1d6 and collect that many additional IPCs.
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Mechanized
Infantry: 25 Each infantry that is matched up with a tank can move two spaces along with the tank.
Chart 2
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Supersubs 15 The attack value of your submarines is now 3 instead of 2. The defense value of your submarines remains at 1.
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Jet Fighters 18 The attack value of your fighters is now 4 instead of 3.
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Shipyards 15 Cheaper sea unit costs: Battleship (17) A/C (11) Cruiser (10) Destroyer (7) Transport (6) Submarine (5)
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Radar 15 Your antiaircraft gun fire now hits on 1 or 2 instead of just a 1.
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Long Range 38 Your fighters’ range increases from 4 to 6. Your bombers’ range increases from 6 to 8
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Heavy Bombers 25 You roll two dice for each bomber and select the best result when you attack or make a strategic bombing raid. On defense, your bombers still roll only a single die
TECH via a POINT SYSTEM v2.2-97.doc