I noticed it was your first post after I answered:
Welcome!
We all love 1940 here, so glad you are playing it.
Comments?
Axis and Allies Europe
Technology Chart
Die
Roll Technology Gained
2 Rockets (Long Range)*
At the cost of 8 IPCs you can buy 1 Rocket per turn then choose one of your AA guns (it must be 6 adjacent spaces or less away from the target) to launch rockets at an enemy industrial complex by rolling one die. The resulting roll determines the number of IPCs the defender must surrender to the bank (1
3 Submarine Rockets
If you have acquired the Rocket (Short Range) technology you may transport one AA gun in a Submarine so that you may launch Rockets (Short Range) from your Submarines. If you do not have the Rocket (Short Range) Technology roll again. (2
4 Jet Fighters
Switch all on board fighters for the older A&A Fighter units, from now on you may either build the standard fighters (the older units) or jet fighters (16 IPCs). Jet fighters function as normal fighter units except that they defend at 5. (3
5 Rockets (Short Range)
At the cost of 4 IPCs a piece you can buy 1 Rocket per turn then choose one of your AA guns (it must be 3 adjacent spaces or less away from the target) to launch rockets at an enemy industrial complex by rolling one die. The resulting number determines the number of IPCs the defender must surrender to the bank (4
6 Naval AA
Your Battleships may act as AA guns and conduct an attack on attacking fighters as outlined in step 2 of the land combat sequence during Naval combat and before Submarines make first strike attacks or submerge. (5
7 Industrial Technology*
Economic relief! The basic cost of land units is reduced by 1,Air units by 3, and Naval Units (except Submarines) by 5 IPCs. Notice the basic economic cost of each unit is given on your reference chart.
8 Fleet Submarines
Switch all of you subs on board for the older A&A sub units, from now on all new built subs are considered to be Fleet submarines and have a movement of 4 sea zones per turn and they now attack at 3 instead of 2. Fleet Submarines cost the same amount of IPCs as did the older models. (6
9 Main Battle Tanks
Using the older A&A armor units you may build Main Battle Tanks (MBT) which are as good on the defense as they are on the attack, defending on a 3 instead of a 2. (7
10 Long Range Fighters
The movement capability of all your fighters is increased from 4 to 6 adjacent spaces. Jet fighters do not receive this technology
11 Long Range Bombers
The movement capability of all you bombers is increased from 6 to 8 adjacent spaces.
12 Heavy Bombers
Switch all on board bombers for the older A&A bomber units, from now on you may either build the standard bomber (the older units) or newer and more costlier (35 IPCs) Heavy bombers. These bombers use normal bombers in all respects save that in Strategic bombing raids they use 3 die for every bomber that survives an AA attack. Add the die totals, the sum is the number of IPCs that the defender must surrender to the bank. (8
Notes
1 This is the proposed German A 9 rocket which could have reached New York from Europe and could even have put a satellite or human into low orbit (the Saturn V rocket was eventually an out growth of this wartime project).
2 The Germans were developing a method to launch submarine launched rockets toward the end of the war to meet Hitler’s long stated desire to attack New York. Never mind that the warhead which the rocket would have carried would have been meaningless to the US Industrial capacity.
3 Of course this represents the first generation of Jet Fighters (Meteor, Me 262, F-89) which began to enter into the service of the major powers beginning in 1944.
4 This is of course the V 2
5 This shows the heavy radar guided and heavily armed 20mm and 40mm AA equipment found on late war American and British vessels.
6 This represents the development and the effect of the American Gato Class fleet sub and the much too late German type XXI U-boat had on naval warfare.
7 This represent the growing power of the medium tank which turned into the modern MBT sometime around 1942 with the production of the Russian T 34 and the German Panther, later the Americans introduced the M26 Pershing and the British the Centurion.
8 This is the American B 29 Superfortress, which had been originally designed to fight in Europe. If this technology is rolled again the player has developed extra long range bombers which have an unlimited movement but must leave from and enter a friendly controlled land territory and uses 3 die in Strategic bombing raids. This shows the American B-36 Peacemaker.
Industrial Technology*
Economic relief! The basic cost of land units is reduced by 1,Air units by 3, and Naval Units (except Submarines) by 5 IPCs. Notice the basic economic cost of each unit is given on your reference chart.
5 off of naval units seems way too high.
And I don’t know what Atomic Advancement means.
At the cost of 8 IPCs you can buy 1 Rocket per turn then choose one of your AA guns (it must be 6 adjacent spaces or less away from the target) to launch rockets at an enemy industrial complex by rolling one die. The resulting roll determines the number of IPCs the defender must surrender to the bank (1
Sucks. What’s the point of spending IPCs on something that will do LESS damage then I originally payed? :-?
Die
Roll Technology Gained
Shouldn’t this be dice? :) Submarine Rockets
If you have acquired the Rocket (Short Range) technology you may transport one AA gun in a Submarine so that you may launch Rockets (Short Range) from your Submarines. If you do not have the Rocket (Short Range) Technology roll again. (2
Waste of money. Now I lose an AA-gun IN ADDITION to my sub.
Switch all on board fighters for the older A&A Fighter units, from now on you may either build the standard fighters (the older units) or jet fighters (16 IPCs). Jet fighters function as normal fighter units except that they defend at 5. (3
Psstt… jet fighters are weak. I would much rather buy an original fighter and 1 inf, than spend 16 on a plane with a sub-par special ability. “Defense: 5” does not define “awesome.” :-?
5 Rockets (Short Range)
At the cost of 4 IPCs a piece you can buy 1 Rocket per turn then choose one of your AA guns (it must be 3 adjacent spaces or less away from the target) to launch rockets at an enemy industrial complex by rolling one die. The resulting number determines the number of IPCs the defender must surrender to the bank (4
Still, I much rather spend 4 IPCs on one 1 inf and pocket the rest. 4 IPCs to deal an average of 3.5 IPCs that RANGE LIMITED does not define “awesome” :-?
6 Naval AA
Your Battleships may act as AA guns and conduct an attack on attacking fighters as outlined in step 2 of the land combat sequence during Naval combat and before Submarines make first strike attacks or submerge. (5
Pssst… like I’ll be playing much with BBs… :-?
7 Industrial Technology*
Economic relief! The basic cost of land units is reduced by 1,Air units by 3, and Naval Units (except Submarines) by 5 IPCs. Notice the basic economic cost of each unit is given on your reference chart.
Funny. Seven is one of the most rolled numbers (using combinations), and industrial technology seems the most powerful… :)
8 Fleet Submarines
Switch all of you subs on board for the older A&A sub units, from now on all new built subs are considered to be Fleet submarines and have a movement of 4 sea zones per turn and they now attack at 3 instead of 2. Fleet Submarines cost the same amount of IPCs as did the older models. (6
Whoa… now this sounds pretty good. :) (Again, 8 is a very frequently rolled combination)
9 Main Battle Tanks
Using the older A&A armor units you may build Main Battle Tanks (MBT) which are as good on the defense as they are on the attack, defending on a 3 instead of a 2. (7
Good buy. :)
10 Long Range Fighters
The movement capability of all your fighters is increased from 4 to 6 adjacent spaces. Jet fighters do not receive this technology11 Long Range Bombers
The movement capability of all you bombers is increased from 6 to 8 adjacent spaces.
Should combine these two together (use this as your #3 to lower the odds of unlocking it). :)
12 Heavy Bombers
Switch all on board bombers for the older A&A bomber units, from now on you may either build the standard bomber (the older units) or newer and more costlier (35 IPCs) Heavy bombers. These bombers use normal bombers in all respects save that in Strategic bombing raids they use 3 die for every bomber that survives an AA attack. Add the die totals, the sum is the number of IPCs that the defender must surrender to the bank. (8
Sounds good, though 35 IPCs is a little high for something you must roll a ‘12’ to unlock (1/36 chance)
@Anonymous:
5 off of naval units seems way too high.
Not really as it mainly effects Battleships and Aircraft Carriers (I forgot to add transports and Destroyers are not included in this.)
And I don’t know what Atomic Advancement means.
Yea I fogot to mention that, sorry. Atomic Advancements are needed to aquire the A bomb, of which you need 2 in order to gain the tech. The first one presuming to give you a controlled reaction and the second conducting a successful test. The effect is simple one factory per turn within range of your long range bombers can be destroyed without conducting a strategic bombing raid, however the bomber used is enligable for any further use that turn.
WHat about surrounding units?
Moses, I didn’t ignore your first post just needed time to repsond properly. :) anyway:
First I should give a little background on how I composed the chart, My primary thinking was to show how in general Tech research in WWII was in the end a waste of time and resources which could have been spent better elsewhere. But yet there was some gems which occured inadvertently for example the MBT was a result of building a better and better medium battle tank, so in theory at least be the easist to get your hands on as would be Industrial tech, Fleet Subs and basic rockets.
@TG:
“At the cost of 8 IPCs you can buy 1 Rocket per turn”
Sucks. What’s the point of spending IPCs on something that will do LESS damage then I originally payed? :-?
Good point though again I was thinking while expensive conventionally(and being nearly useless), if you get with Atomic tech it becomes quite powerful. However I am thinking about lowering the cost just a little bit to make it somehwat practical.
Submarine Rockets
Waste of money. Now I lose an AA-gun IN ADDITION to my sub.[/quote}
No, the AA gun only stands in for the rocket as there is no piece for it, however you could always substitute something elese for it
Switch all on board fighters for the older A&A Fighter units, from now on you may either build the standard fighters (the older units) or jet fighters (16 IPCs).
Psstt… jet fighters are weak. I would much rather buy an original fighter and 1 inf, than spend 16 on a plane with a sub-par special ability. “Defense: 5” does not define “awesome.” :-?
I too know in the end Jet fighters of the period meant little in combat but they seem to be a must have flavor additive. Meanwhile the additional cost would be more related to the cost of making the jet fuel rather then the aircraft itself.
5 Rockets (Short Range)
Still, I much rather spend 4 IPCs on one 1 inf and pocket the rest. 4 IPCs to deal an average of 3.5 IPCs that RANGE LIMITED does not define “awesome” :-?
Again this shows how wasteful the V2 was of resources, and besides you can’t have the tech chart and no Vengence weapons.
6 Naval AA
Pssst… like I’ll be playing much with BBs… :-?
I should I have mentioned that I see the chart being used in Both A&AE and A&AP.
7 Industrial Technology*
Funny. Seven is one of the most rolled numbers (using combinations), and industrial technology seems the most powerful… :)
I should given some more background here. You can only get INdustrial tech once. Further it is an Atomic advancement which by the way you can only earn once with this tech. You would have to get either Long range Rockets or Heavy Bombers to get the bomb.
8 Fleet Submarines
Whoa… now this sounds pretty good. :) (Again, 8 is a very frequently rolled combination)
I thought so too :)
9 Main Battle Tanks
Good buy. :)
Ditto
10 Long Range Fighters & Long Range Bombers
Should combine these two together (use this as your #3 to lower the odds of unlocking it). :)
Kinda agree with that but I wanted to try to replicate the problem of having no fighter escort for long range bombers which was a headache at the start of the war in some way.
12 Heavy Bombers
Sounds good, though 35 IPCs is a little high for something you must roll a ‘12’ to unlock (1/36 chance)
Your also paying for your nuclear research in that 35 IPC’s as well.
I have really liked your suggestions and critisms well though out and backed up from a game point of view which I was lacking I think. Do you have a better arrangment for the numbers and Tech? I would be very interested in it since now you have a better understanding were I am coming from now.
Good point though again I was thinking while expensive conventionally(and being nearly useless), if you get with Atomic tech it becomes quite powerful. However I am thinking about lowering the cost just a little bit to make it somehwat practical.
I dunno, atomic tech seems a little to unbalanced. You should try using a tier system, instead of thumbing down rockets. I see no reason to buy any.
No, the AA gun only stands in for the rocket as there is no piece for it, however you could always substitute something elese for it
Oh, I see. :)
I too know in the end Jet fighters of the period meant little in combat but they seem to be a must have flavor additive. Meanwhile the additional cost would be more related to the cost of making the jet fuel rather then the aircraft itself.
Why not increase attack power also? Jets would actually be better on attack then on defense - the ability to hit and run as any dogfighter will tell you.
Again this shows how wasteful the V2 was of resources, and besides you can’t have the tech chart and no Vengence weapons.
I see how at the cost of gameplay we are trying to be more historically accurate. Never jeopardize gameplay.
I should I have mentioned that I see the chart being used in Both A&AE and A&AP.
Ahhh… I still see, though AA guns on BBs do not define “awesome”
I should given some more background here. You can only get INdustrial tech once
Even then, IT is MUCH too powerful. Cheaper untis (esp. infand arm) are always a major plus.
Your also paying for your nuclear research in that 35 IPC’s as well.
I say make atomic weapons seperate altogether. That way you won’t have to limit yourself.
I have really liked your suggestions and critisms well though out and backed up from a game point of view which I was lacking I think. Do you have a better arrangment for the numbers and Tech? I would be very interested in it since now you have a better understanding were I am coming from now.
The way I do this is by using a unlockable tier system. This way the must powerful techs don’t come until later in the game.
A Tier system? I hope I don’t show my ignorence here but what is this exactly?
What it is that you have a set of technology fields. These would be Land Advancements, Transportation/Movement, Atomic Weapons, ect. The player choses one, or how many ever, though usually I choose one and begins researching it.
At the beginning at each country’s turn, that country gets one free technology. Player chooses specific development and records die roll on chart
Player unlocks new technology after he cumulatively reaches that nation’s probability (20 if excellent, 25 if good, 30 if fair, 35 if poor)
To gain subsequent advancements, 15 (20 if fair or poor) additional technology points are required for L2 and L3 breakthroughs