@oztea:
Rockets - AA Guns may conduct strategic attacks on Industrial complexes 3 territories away, these attacks may not be intercepted
Heavy Bombers - Your Strategic bombers roll two dice when conducting strategic attacks, during combat they roll two dice and choose the best result
Increased Production - Your Factories repair at ½ cost, Reduced cost for some land units (TBD)
Jet Fighters - Your Fighters and Tactical Bombers attack preemptively during combat
Paratroopers - Your Airbases may serve as launch points for up to two infantry who may move to any enemy territory within 3 spaces during the combat move phase only
Super Subs - Your subs attack on a 3 or better
Radar/Sonar - Your AA fires at a 2 or better, also your destroyers fire preemtively when attacking submarines
Advanced Artillery - Your Artillery supports 2 infantry on the attack
Heavy Armor - Your tanks have either their attack or defense raised to 4, players choice. You may not recieve this tech twice or change your choice
Long Range Aircraft - Fighers and Tactical fighters have their move incresed to 5, bombers move is increased to 7
Improved Shipyards - Reduced cost for Naval Units (TBD)
War Bonds - Roll a die during your collect income phase and collect that many more IPCs
Like Larry said……most of the same from A&A 50
I hope not,
your jet figher tech seems like something out of genesis, i dont see the connection too WW2
The sonar rule is too messy, although I admit i cant think of anything better for sonar however much i think it should be reprsented in the game.
War bonds and advanced artillery are still there and unchanged.
Choosing if your heavy tanks attack at 4 or defend at 4 is interesting, although choosing your tech is out of place in a randomly determmined tech scheme; it would be better if other techs had multiple options too. I would just have heavy tanks defend at four to keep it historical.