Techs in AA50
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). All techs are now 100% confirmed. What will these new tech rules mean for the game? Join the discussion!
Land/Production
Mechanized infantry- tanks may now carry 1 inf each 2 areas.
Advanced artillery- each art may now support 2 inf to attack at 2
Rockets- as per AAR, one die free SBR/turn, 3 range from AA-gun
War bonds- add one die of IPCs each turn
Improved production- each IC may now produce two more units per turn and one IPC repairs two points of IC damage.
Paratroopers- Each bomber may carry one infantry to a combat, and it may also still participate in the conventional attack in that territory, but not do an SBR. When doing this, it must attack the first hostile territory that it enters on its flight path. Paratroopers may retreat normally during combat, as long as other attacking land units are in the battle that are eligible to retreat.
Air/ Naval
Heavy bombers- attack and SBR roll two dice
Improved shipyards- Your sea units are now cheaper to build. Use these revised costs: Battleship 17, Aircraft Carrier 11, Cruiser 10, Destroyer 7, Transport 6, Submarine 5
Super subs- subs now attack at ‘3’
Radar- AA-guns now fire at ‘2’
Long-range aircraft- fighters now have a move of ‘6’, bombers ‘8’
Jet fighters - fighters now attack at ‘4’