Hi guys,
I’ve only managed to play a handful of games of the Anniversary Edition but axis_roll asked my opinion on Tech via a point system
First of all, I completely agree the OOTB Tech system is completely FLAWED and lacks ANY Strategic Value
A Strategic Tech system should allow players to choose the Tech they go for, rather than just acquiring it randomly
So with that said, I do agree with Directed Tech, but I do think there’s an easier way to implement it than with the point system…
Basically, keep Tech exactly the way it is, except that when buying researchers, a player must state which Tech they are going for.
Techs are divided into 3 categories:
Minor Tech:
-War Bonds
-Advanced Artillery
-Super Subs
Moderate Tech:
-Paratrooper
-Industrial Capacity
-Shipyards
-Radar
-Jet Fighters
Major Tech:
-Mechanized Infantry
-Rockets
-Long Range Aicraft
-Heavy Bombers
Now here’s the kicker…
Minor Techs succeed on a single hit (ie. 1 roll of ‘6’, just like normal)
Moderate Techs require two hits (ie. 2 rolls of ‘6’, in total, before they become active)
Major Techs require three hits (ie. 3 rolls of ‘6’, in total, before they become active)
So for example, Player A wants to go for Heavy Bombers
He buys 2 researchers to start (10IPC), realizing that it is impossible though to get HB right away
On Turn 1, he rolls 2,4 - no good. He plans to add 1 researcher for next round (5IPC)
On Turn 2, he rolls 1,2,6* - that counts as 1 hit, he still doesn’t get HB though
On Turn 3, he rolls 3,4,5
On Turn 4, he rolls 1,4,6* - that’s a 2nd hit, still no HB yet. He really wants HB next turn though and plans to buy 2 more researchers (10IPC)
On Turn 5, he rolls 2,4,4,5,6* - SUCCESS! He now gets HB for 25IPC Round 5 (later, and more expensive than OOTB rules)
Advantages:
-This would be a very simple system to implement (rather than counting points)
-The stronger Techs would generally take longer to get (because they require multiple Tech hits)
-The stronger Techs would be more expensive to get (assuming the player is willing to buy more than 1 researcher to get the Tech in decent time)
-Tech is Directed, making the Tech component of the game much more strategic
-Counter-Tech is also Directed again increasing the Strategy of the game (ie. IC to counter HB)
-Furthermore, if players know someone is going for a specific Tech, they can employ countermeasures in terms of purchases as well
I think Tech can be taken further strategically, but if you’re looking for a real simple solution, this would be a start.