@Young:
My group doesn’t feel that it’s necessary to hand the US an aircraft carrier or battleship at any time during the game, and I agreed… here’s our new list.
American Wartime Production
During each “Purchase New Units” phase in which they are at war, the United States may roll 1 die on chart #1 to receive a free unit.
Chart #1
1 = Artillery
2 = Tank
3 = Submarine
4 = Transport
5 = Destroyer
6 = Roll on chart #2
Chart #2
1 = 3X Infantry
2 = Fighter
3 = Tactical Bomber
4 = Cruiser
5 = Strategic Bomber
6 = Facility
I agree. I’d never play with my proposed rules because giving America a free BB and the other big one on my list is probably too much. I like your idea of getting a free unit, but the problem is the only valuable units America can get are ships and planes, and their IPC cost is too much to just hand them out for free. That is why I liked your idea of giving US war bonds tech when at war. Much smoother system overall, and fairer. This current system almost feels like how tech is right now, and why no one competitive plays with tech. When you miss with tech it is a huge loss, but when you hit it is a massive gain. If you roll an infantry, art, mech, tank it feels like missing with a tech roll. When you get a ship/plane it feels amazing. The problem with tech, and this as well, is that when you are rolling good on your tech/chart it almost wins you the game if two players are of roughly the same skill level, whereas if you are rolling bad not hitting tech or the right unit on the chart consistently just looses you the game regardless of skill.