@d142:
@Rakeman:
8. The 4:2 Tech Rule
-The first time you roll for a particular Tech, you MUST purchase a minimum of 4 rolls that turn
-The second time you roll for that Tech, you MUST purchase a minimum of 2 rolls that turn, but you receive the Tech automatically
-You MAY purchase ALL 6 rolls in ONE turn, and receive the Tech automatically
-In all cases, Tech doesn’t come into effect until the Mobilize Units Phase you receive it (as per LHTR rules)
in this scenario, it means that after 6 roll’s, if they are all unsuccessful the tech is developed regardless.
can this be used in conjunction with the official rule aswell, you know, if i need tech and i am low in ipc’s, if i have only 5- 15 ipc’s to spare can i spend that and take my chances and try to get tech with only 1 dice roll?.,
@Rakeman:
You could try implementing the AA50 tech rules if you want. (Every 5 IPC gives you a tech token, for every tech token you have in weapons development, you roll a die for your tech, once you get the tech discard all tokens). That guarantees you will get the tech eventually.
does that mean that i can buy tech tokens and save them until a later round and roll as many dice as i want for 1 tech or can i buy tech tokens for multiple techs and roll for them on any round?.
Officially, no. You MUST buy 4 rolls the first time, and 2 the second time. However, in Enhanced, some techs only cost 4 IPC per roll, while others cost 5. Of course, you can play however you want.
Let me copy and paste the tech rules from AA50:
Item: The way the new research system works is this: you buy research tokens. For each token you have, you get to roll one die. On a six, you get a research breakthrough. If your die roll misses, you roll again the next round. And the next, and the next, until you finally get a research breakthrough. Once you finally do, all your research tokens go away, and you get a new technology in their place. To determine which technology you get, you choose from one of two charts. (There are six items per chart.) After choosing an item, you roll a die. Whatever number comes up on the die is the technology you get.
- Each researcher costs 5 IPCs, each means you get one roll for R&D per turn until you succeed, at which time you must buy new ones. (Not as before where IPCs spent on R&D only bought one roll.)
- Once you succeed you choose from one of two charts and then roll a die to determine which tech you actually get (not as in AAR where you research a specific tech).
Item: The Weapons Development rules are similar to the scheme in 2nd Edition. The development you get is random, and it takes effect immediately.
In AA50, however, as you can see, the techs are randomly acquired, you don’t pick a tech. That is a downer to me.
I was playing around with a rule similar to the one in the Revised Historical house rule set. Basically, that works where your tech rolls are either hits or misses, and you get a point for every hit. Once you get _ points, you get the tech.
So that could be implemented like this:
Buy dice at the start of your turn for 5 IPC each. For every 1-3, you get one point for a technology you desire. Once you have a total of 3 points, that technology is yours.
On average, this will cost the same amount as the standard rules, because you will on average need to buy 6 die to get a hit. However, the advantage is that you don’t need an exact number, and your progress is saved turn by turn.