A blinded soldier is as “combat ineffective” as a dead one.
The element of fate has to enter gas attacks. We aren’t going to calculate windage, or distance from trench to trench, or if they have French piss masks or UK full face mask.
A die roll simulates how fate effects the gas.
Wrapping up the two (masks and gas) makes sense because
A) whoever invents gas first is going to have gear designed to handle it and prevent friendly fire
B) The enemy when developing masks is going to develop gassed of their own.
C) A tech that does nothing but neuter another tech is a worthless tech
Imagine if in AA1940 if there was a tech called “Anti-Rockets”: your anti rockets reduce the damage done by enemy rockets to half.
Thats dumb. If I get that tech and no enemy power has rockets I’d flip the damn board over.
Techs that are techs against techs is not “Larry Style”
Then again, neither is a tech that does two things….but anti-tech techs just clogs up the charts with useless things.
Who is going to target gas if the enemy can just target gas masks next turn?
Who would target Heavy Bombers if 1940 had an “anti-heavy bombers” tech?
Either use a die to simulate variable levels of carnage for the gas. And limit the carnage against enemy powers who also have the gas tech.
And remember! I did stipulate that only ONE gas attack can be made per turn. So killing 4 infantry maximum isn’t outrageous.
The IL proposal of “one extra artillery shot” is practically nothing.
For simplicity’s sake the gas tech could be reduced to:
3. Chemical Warfare - Choose one territory this turn and roll a die. “1-3 Remove that many infantry”, “4-6 no effect”. A defending power who also has the Chemical Warfare breakthrough may have the die rerolled.
So this way, the most that could be killed is 3, in one territory. And if you target someone who also has the gas tech, they can change a 3 to another number, no effect or less.
It would be risky to ask for a 1 or 2 to be rerolled.