Rolling 4d6:
(2, 5, 6, 6)
Rolling 1d6:
(3)
Combat results
Ita 1 bmb shot down; SBR’d for 3 damage+2(old)=5 total damage on Ita.
Pol twol
Nwe twol
Fin twol
Sud twol
Non-combat moves
Ita 1 bmb -> Lib
Nwe 2 fig -> sz5
sz6 1 dd, 1 cv -> sz5
Nwe 2 fig -> sz7
sz12 1 tr, 1 dd, 1 cv -> sz12
Egy 1 arm -> Per
Alg 2 inf -> Lib
Place units
IC -> Ind
1 bb -> sz7
3 inf -> Gbr
Collect income
43+10+0(saved)=53 total IPCs on-hand.
:-(
Ita aa shot down 1 bmb.
Ita 1 bmb SBR
Rolling 1d6:
(3)
Nwe 2 inf, 4 fig, 1 bb vs 2 inf
A
Rolls: 2@1 4@3 1@4; Total Hits: 32@1: (3, 6)4@3: (6, 3, 2, 4)1@4: (4)
D
Rolls: 2@2; Total Hits: 02@2: (6, 6)
Tech failed.
44 IPCs left on-hand.
Purchase Phase
1 IC@15
1 bb@20
3 inf@9
0 IPCs saved.
Combat Phase
Per 2 bmb SBR -> Ita (aa)
sz6 1 tr Nwy 1 inf -> Pol (undefended)
sz6 1 bb, 2 fig, 1 tr Gbr 2 inf -> sz5 Nwe (2 inf)
sz12 2 fig -> Nwe
Nwy 1 inf -> Fin (undefended)
Eaf 2 inf -> Sud (undefended)
Dice
Ita 2 bmb SBR vs aa
Roll aa
Rolls: 2@1; Total Hits: 12@1: (4, 1)
UK Turn 5
49 IPCs on-hand.
Tech Phase
3 researchers on-hand.
Purchase 1 researcher@5.
Roll tech
Rolling 4d6:
(1, 5, 5, 5)
Chart 1
Rolling 1d6:
(2)
@Dylan:
If one were playing AA50 with No’s and tech, and one could start the game with every power having 1 tech for 5 IPCs, which techs would be most balanced for the game?
My thoughts are as follows:
Each power may pay 5 IPCs during their Turn 1 Tech Phase and automatically receive their choice of 1 of the 2 following techs without rolling the tech dice: War Bonds or Improved Shipyards - I don’t feel that these techs would hurt any power and would actually help each power.
I feel that the below would be best for each power.
Germany – War Bonds or Improved Shipyards (If Germany wanted a Baltic Fleet, then perhaps Improved Shipyards would be better.)
Japan – War Bonds or Improved Shipyards (Both are okay, but Improved Shipyards is probably slightly better.)
Italy – War Bonds or Improved Shipyards (Both are okay, but War Bonds is probably slightly better.)Soviets – War Bonds
UK – War Bonds or Improved Shipyards (Both are okay, but Improved Shipyards is probably slightly better.)
US – War Bonds or Improved Shipyards (Both are okay, but Improved Shipyards is probably slightly better.)That seems weird, and why can everyone get all of them except the USSR.
I’ll try it and update it on here.
What was typed was my suggestions of what I thought each power would choose in this situation, and I didn’t think anyone in his right mind would ever choose Improved Shipyards for Russia over War Bonds, but if that’s what you prefer, then be my guest.
Each power may pay 5 IPCs during their Turn 1 Tech Phase and automatically receive their choice of 1 of the 2 following techs without rolling the tech dice:
If you want to open up more oportunities to utilize the ship yards (and really affect changes to the game), just GIVE the tech or GIVE $5 instead of charging the country.
For example, you talked about shipyards maybe enabling a baltic fleet for Germany. But it costs $5, so that sort of offsets the benefit on turn one, when it would be best for Germany to buy a navy.
While I am not opposed to starting games with techs already in place for free, it seems that it could have a dramatic impact on the first turn moves because of the starting setup. For example, if Japan were given either Jet Fighters and/or Long Range Aircraft, then it would very likely change the “normal” starting J1. And there are other techs like that which, if simply given, would be like altering the starting setup.
My main point though, is that giving techs for free is definitely a house rule, while allowing one’s opponent to pay 5 IPCs and you assume that the tech die that he rolls is automatically a “6” and then his Chart 1/2 die is automatically forseen, is more of a gentleman’s agreement rather than a house rule, and as such, could possibly be allowed in League play.
About Germany though, If Germany were to simply build 1 dd, 1 cv on turn 1, then it has already recouped 4 IPCs of the 5 IPC tech loss, and should recoup even more in the turns ahead.
Combat results
Bul twol
Bel twl of 1 inf
Yun twol
Non-combat moves
Bel 1 bmb -> Mos
Mos 1 inf -> Arc
Mos 1 inf, 1 art -> Nov
Cau 1 arm -> Nov
Ukr 1 inf -> Euk
Ukr 1 inf, 1 art -> Cau
Ind 1 inf -> Bur
Trj 1 inf -> Per
sz15 1 ss -> sz35
Place units
5 inf, 1 bmb -> Mos
2 inf -> Cau
Collect income
26+5+0(saved)=31 total IPCs on-hand.
Yun 1 arm vs 1 inf
A
Rolls: 1@3; Total Hits: 11@3: (2)
D
Rolls: 1@2; Total Hits: 01@2: (4)
Bel twl of 1 inf
Yun 1 arm vs 1 inf
A
Rolls: 1@3; Total Hits: 01@3: (5)
D
Rolls: 1@2; Total Hits: 01@2: (3)
33 IPCs on-hand.
Purchase Phase
1 bmb@12
7 inf@21
0 IPCs saved.
Combat Phase
Ukr 1 inf -> Bul (undefended)
Mos 2 inf - >Bel (1 inf)
Cau 1 bmb -> Bel
Bur 1 arm -> Yun (1 inf)
Dice
Bel 2 inf, 1 bmb vs 1 inf
A
Rolls: 2@1 1@4; Total Hits: 12@1: (2, 4)1@4: (2)
D
Rolls: 1@2; Total Hits: 11@2: (2)
Yun 1 arm vs 1 inf
A
Rolls: 1@3; Total Hits: 01@3: (5)
D
Rolls: 1@2; Total Hits: 01@2: (4)
:|
Russia acquires Increased Factory Production.
Not exactly what I was hoping for…
Russia Turn 5
33 IPCs on-hand.
Tech Phase
3 researchers on-hand.
Purchase 0 researchers@0.
Roll tech
Rolling 3d6:
(2, 5, 6)
Chart 1
Rolling 1d6:
(4)