Grasshopper's Alternative R&D

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    @Vance:

    All the dice I own have 6 sides, but I suppose I could always roll here like this (or buy some fancy dice):

    DiceRolling 4d6:
    (1, 2, 4, 6)

    The other part could be made a little easier to remember if you had it like this:
    $1= 1 hits
    $2= 1 or 2 hits
    $3= 1, 2 or 3 hits
    $4= 1, 2, 3 or 4 hits
    $5= 1, 2, 3, 4 or 5 hits

    That’s a good idea for the Research Ladder, I’m going to change it so that 6s are an automatic miss.

    As for the random roller, it’s not going to work. A set of Multi sided D&D dice go for about $10 at any gaming store. I guess I’m only thinking about my table top group and how we can get some tech excitement into the game with a fair risk vs. reward balance.

  • '18 '17 '16 '11 Moderator

    The only worry I have is not everyone has d# other than d6.

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    @Cmdr:

    The only worry I have is not everyone has d# other than d6.

    If that’s your only worry Jen, than I feel like I hit a grand slam homer, besides any game store worth a dam will have lots of multi-sided dice sets.

  • '18 '17 '16 '11 Moderator

    @Young:

    @Cmdr:

    The only worry I have is not everyone has d# other than d6.

    If that’s your only worry Jen, than I feel like I hit a grand slam homer, besides any game store worth a dam will have lots of multi-sided dice sets.

    Lol, am I really that hard to convince something is a good idea on?  Yes, they will, I was thinking of people who don’t want to drive to a game store. ^_^  Is okay, I have like 30 d4 anyway. (Dont ask.  There is a reason I have them, though I dont need them anymore.)

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    Jen, what is your opinion of the tech ladder, how’s the upward progression from weak to strong? What’s your favorite and least favorite tech?

  • '18 '17 '16 '11 Moderator

    So hard to say for sure but…

    I don’t really like the 3 aircraft on a carrier thing, mainly because you’re prone to knocking them down when trying to get them on the model.  Espionage is probably in the wrong place too, since a tank is 6 IPC but you are only giving 5 IPC with it.  Maybe bump that up a few slots.

    For rockets, since it’s #17, I’d say ALL AA Guns can take a turn, or 3 AA Guns can fire a rocket.  Make it worth something.

    Nukes should not blow up value if a capitol and the warhead itself (on top of the tech cost) should probably cost a few IPC as well.  Just my opinion.

    I love propaganda.  Might want to limit it to 2 IPC neutrals or less or something and apply it to hostile neutrals as well.

    And I like improved blitz with the artillery hitched to mech - after all, that’s why it’s MECH!  As far as I am concerned anyway.

  • Sponsor

    Thanks for the imput.

    Rockets:
    Each AA Gun does fire, up to 3 damage each.
    (I will edit it to make it clear)

    Improved Engineers:
    Free tank or Sub, Gotta have something good in the first 4 to make it worth researching in the first place.

    Propaganda:
    Very high on the ladder, and you still need to fight the neutral army… no need limiting it IMO.

    Nukes:
    Best tech on the ladder, if you can roll a 20 on a d20 after round 7, you should have a really strong tech. People will fear the bomb as they should.

    Again… Thanks for your imput.

  • '18 '17 '16 '11 Moderator

    Yea, see, I didnt want to open my mouth, now you’re mad at me.

    Is your propaganda for true neutrals or opposing neutrals as well?

  • '10

    Well, that house rule is fun, and welcome if you want to play another game than Global as we know it. With basically 1 more tech per round for every power who wants it, it really becomes a tech game.
    It also adds a lot of units on the board since its of the best interest of each power to get at least one of the first 4 techs.

    I will give it a shot if other guys in my group are interested. We might refine/swap some things on the ladder though.

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    @Cmdr:

    Yea, see, I didnt want to open my mouth, now you’re mad at me.

    Is your propaganda for true neutrals or opposing neutrals as well?

    I’m not mad, I appreciate your opinion.

    Propaganda is for attacking 1 “true neutral” (your choice at any time) per game without making all others pro-enemy.

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    @Axisplaya:

    Well, that house rule is fun, and welcome if you want to play another game than Global as we know it. With basically 1 more tech per round for every power who wants it, it really becomes a tech game.
    It also adds a lot of units on the board since its of the best interest of each power to get at least one of the first 4 techs.

    I will give it a shot if other guys in my group are interested. We might refine/swap some things on the ladder though.

    Cool, thanks for your intrest. Remember that only powers at war may research, so the states and Russia may be a little behind, which helps the Axis a little. However, it is possible for 5 different allied powers to gain tech in latter rounds, against only three axis powers (good reason not to attack early).

    Also, if a power spends less that $5 and fails they are stuck at the same development stage, but if a power spends the max $5 and fails, they still move up the development ladder even though they didn’t gain a tech.

    For Example: Germany already has volunteer conscripts and refitted transports, and they now pay $5 to research, but they roll a 6 and fail to gain a development roll on a d8. However, because they spent the maximum research fund, they will be allowed to roll on a d10 on their next successful attempt. If Germany spent less than $5 for their research attempt and failed, they would be limited to rolling a d8 next turn.

    Just courious Axisplaya, which tech would you modify?

  • '18 '17 '16 '11 Moderator

    Dont suppose you want to play a game to test it, YG?

  • '10

    @Young:

    Just courious Axisplaya, which tech would you modify?

    Here are some modifications that come to my mind after a brief thinking.

    9.Radar
    All interceptors now defend @2

    all AAguns should fire @2 also.

    14. War Bonds
    The cost of all units has decreased by $1.

    This one is just way too strong. Used by nations who are likely to build lot of ground units (so Axis to speak clearly), this result in hundreds of IPC swing over the course of a game.
    It has to be a version of improved shipyard, maybe extended to planes, but not to all units IMO.

    16. Jet Fighters
    All fighters now attack @4, and defend @5.

    Would like them intercept @2 instead of defenfing @5, and intercept @3 coupled with radar tech.

    18. Coastal Guns
    Each AA gun may fire 1@1 on enemy surface warships in an adjacent sea zone from which an amphibious assault is being conducted.

    Added to the Amphibious assault case, i would also make it a possible combat move during the player’s turn. Targeted surface warships may reply and try to destroy the AAguns (or other units attacking). If the combat involves other attacking units than AAguns, then AAguns can’t be taken as 1st casualties, but as last ones.
    Also, the AAgun would fire @2 if coupled with radar tech.

    20. Nuclear warfare
    Place a bomb marker under one Bomber, than fly that Bomber over 1 hostile territory or sea zone and remove 5 units (defenders choice). Also, if it is a territory, it no longer has any IPC value. If the bomber carrying the bomb is destroyed, so is the bomb.

    this one would need some more definition about the rules to intercept such a bmb.

    Also, Russia could be rolling for tech as soon as R2 since they can always DOW Japan on 1st round.

    Also, to be more in the spirit of the original Global tech system, i would say that if you roll a tech you already have, then the tech is lost (while you keep moving on the ladder) with one exeption : Long Range Aircraft, when you get to select another type of air unit.
    Afer all, missing a tech with this is only a loss of 5$…

    Stuff like that…

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    @Cmdr:

    Dont suppose you want to play a game to test it, YG?

    Sorry, not on line yet.

  • Sponsor

    Great Stuff Axisplaya,

    You have definitely given me some ideas.

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    Changed a few things and explained things better, I hope you like.


  • I like the progressive tech approach - makes sense. I would be in favor of adding 4 more techs so you can just use 6 sided dice and go through 4 progressions. Some ideas for the extra 4 techs would be Heavy tanks, special forces, and a maybe a repair tech which allows you to repair damaged facilities for less IPC’s. I can’t think of a 4th right now.

  • '18 '17 '16 '11 Moderator

    Amittedly, I’d seen the coastal guns before, but this is how I saw them (in another game)

    Germany could fire coastal batteries at any ONE ship in the English Channel (I guess that would be SZs 109, 110 and 112 based on what sea zones it effected there).  On a roll of 3 or less, the ship was sunk (or damaged in the case of Battleships and presumably Carriers now as well).

    If “France” (what was originally Western Europe) was not German at the start of their turn, they could not fire their shot, of course.


    Note:  What if War Bonds were 3d6 take the best 2?

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    @crusaders1:

    I like the progressive tech approach - makes sense. I would be in favor of adding 4 more techs so you can just use 6 sided dice and go through 4 progressions. Some ideas for the extra 4 techs would be Heavy tanks, special forces, and a maybe a repair tech which allows you to repair damaged facilities for less IPC’s. I can’t think of a 4th right now.

    Not a bad idea, and it would help to use this ladder on line. However, being able to reach tech #12 as early as round 2, or tech #18 in round 3 is way to unbalancing.

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    @Cmdr:

    Amittedly, I’d seen the coastal guns before, but this is how I saw them (in another game)

    Germany could fire coastal batteries at any ONE ship in the English Channel (I guess that would be SZs 109, 110 and 112 based on what sea zones it effected there). � On a roll of 3 or less, the ship was sunk (or damaged in the case of Battleships and presumably Carriers now as well).

    If “France” (what was originally Western Europe) was not German at the start of their turn, they could not fire their shot, of course.


    Note:  What if War Bonds were 3d6 take the best 2?

    Yes, but if “Coastal Guns” is a tech that all powers can achieve and benefit from, than your interpretation won’t work as it only applies to Germany and the English Cannel.

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