@Emperor_Taiki:
What dont you like about dive bombers, is it too powerful?
What if they just chose what land unit they destroyed on a roll of 1?
Also 3 of my heavy tanks on defence would have and intial firepower of 12
While 5 infantry would have a firepower of 10 but so it does not obsolete infantry because they can take more causaulties and there firepower is not as fradgile( if you lose of of those tanks your down to 8), it just makes sence for tanks to be bought for defence if they have infantry for cannon fodder
Dive bombers seems a bit uncreative and is actually something that all countries had during WWII as a part of their airforce.
I agree on you about the heavy tank tech, but would not this rule be too powerful for Germany. Have you play tested it to find out if it is balanced? A unit excel based on balance: firepower (attack and defens), cost, and mobility (movement). Perhaps also armor protection, i.e. abillity to soak up hits, and other special abillities.
What about these three land techs:
Heavy Tanks
Your armor defends on a 4.
Motorized Army
Your infantry and artillery have a move of 2 during noncombat move phase. The combat move of your infantry and artillery remains at 1.
Rocket Artillery
Your artillery have a first-strike ability at an attack factor of 2. Any casualties are destroyed and removed from play, with no chance to counter-attack. This first-strike ability do only apply for attacks and is for the first cycle of combat only. In succeeding cycles of combat, your artillery hit normally.