A&A 1940 Global
DK's Arms Research System…
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@Der:
I think you are right on the infantry - although it was in the classic rules under production its too strong. How about “one new infantry placed in any territory you have controlled since the beginning of your turn” to represent conscription in outlying areas?
My thinking on the mobile V-2 bases is in late war they looked like this:
And here is a clip from Wikipedia:
“The missile could be launched practically anywhere, roads running through forests being a particular favourite. The system was so mobile and small that only one Meillerwagen was ever caught in action by Allied aircraft, during the Operation Bodenplatte attack on January 1, 1945”
And why would the A-bomb take an entire A/C carrier to move? The parts fit easily on a cruiser when carried to its assembly point in WWII.
Thats a German thing. I dont think the allies would be making German things.
Besides, i doubt the rocket truck would be able to blitz through and conquer enemy territory. Why cant it just be immobile? all the other bases are.
I think every nation should have a slightly different
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DK,
You should introduce the “Research Facility” piece. Would work well with your program.
http://www.axisandallies.org/forums/index.php?topic=22164.0
Each power excluding China starts with 1.
Cost is 15. Gives 1 tech roll. If you capture it, you can “steal” a tech and destroy the facility. Or, keep the facility for the extra die per turn. You also can only roll whilst at war.
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What do you use to represent the facility?
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Also the atomic bomb should not be able to target a sea zone.
They dropped quite a few nukes on the test ships in Bikini Atoll after 1946. (over 20)
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@Der:
What do you use to represent the facility?
See the last page of the Research Facility rule.
The fortress America laser piece fits in perfectly. It’s the right scale, looks labratoryish and is the same gray as the aa guns and industrial complexes.
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DK, you trying out your new techs this weekend$
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@SS:
DK, you trying out your new techs this weekend$
Yes it worked well - but the game ended early in Round 7 due to Japan losing its capital - so not all research was opened. Still there were about 7 breakthroughs. It did not really change the war but added a smidge of extra interest, which is what I was going for.
In my rules the research took effect at the end of your turn, but I think immediately would be better in the future, like the OOB rules, to represent the secret research your country is doing and the rude surprise the enemy gets, like when they first saw jet fighter sover Europe with no warning.
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After some playtesting I made these changes:
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Accelerated the times of the breakthroughs. Now you can get nukes on round 10 instead of 13.
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Replaced War Bonds with Improved Mech.
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Incorporated research tokens into the system
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All breakthroughs take effect immediately
Detailed rules here:
http://www.axisandallies.org/forums/index.php?topic=34496.0 Â
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Nice chart – I especially like the graphics.
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Updated graphics for my Arms Research chart. Paratroopers have been removed. I plan to add paratroopers and transport planes as standard units. Paratroopers have been replaced with Super Carriers which will be magnetic and can carry 3 planes.
The chart is vertically mounted on a piece of sheet metal at the end of the table. Magnetized roundels stick to it to show what nation has a breakthrough.
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Very nice Der Kuenstler
Just read the rules to your game. Sounds like a lot of fun:)
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Great visual upgrade: the photos, the grey backgrounds, the vertical and horizontal heading bars. It looks very professional.
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Thanks for the feedback, guys. I thought the B&W background would keep the chart in line with the WWII era, while also allowing the magnetic color roundels to stand out when placed.






