I just happened to be bored, so i made some additional rules for weapons
development, maybe you like them, maybe you don’t ;).
Game setup:
Clarify research possibilities before the game starts:
1. Which technologies?
2. Special, more expensive techs?
3. Random tech or chosen tech?
4. Predetermined techs?
5. IPC Cost?
1. Technologies.
Players can make a selection of technologies at the start of the game. Over- or underpowered techs can be left out, interesting new ones can be added. It would be wise to limit the number of technologies in order to keep the game from becoming too complicated. Here are a few examples of technologies that could be added to the traditional ones (ofcourse these can be left out as well):
Marines.
Cruisers.
Destroyers.
Escorts (all trans in SZ defend on a 2) :o
Mobile infantry (move on a 2).
Paratroopers.
Heavy tanks (attack on a 4, defend on a 3).
Anti-tank guns (artillery units fire an extra round (like AA), 1 is a hit against an enemy tank)
Bulldozers (planes can land in newly captured territories) :D
Heavy artillery (artillery units attack on a 3).
Large transports (carry 1 or 2 additional units).
Long range subs (subs move 3 or 4).
Nukes.
Mines.
Trenches.
Gas and gasmaskes.
Home guards.
For all these technologies units from AAP, AAE or WAW are excellent to use or any other objects available. As you can see making up a few techs takes only about 5 mins and can add great variety to the game. Be sure to limit the number of techs available though!
Also possible to make unique technologies:
Russia: Russian guards, partizans.
Germany: Tiger tanks, Waffen SS, Missiles, Volkssturm.
UK: Home guard, Radar, RAF.
Japan: Kamikaze.
US: Marines.
2. Special techs.
There might be some technologies which are overpowered (heavy bombers, industrial technology, nukes, etc.). To incorporate them into the system (especially when playing with chosen techs (see below)), you will need to make special rules for them. This can be done by altering the IPC cost of development (when players indicate they are researching nukes, they must pay additional IPC’s for a die roll). An other way is by making these techs worth 3 ‘normal’ techs, so that 3 succesful hits are needed to get the special tech.
3. Random and chosen techs.
Many players do not risk weapon development because chances are high
they will not roll a 1 or end up with some worthless technology. Therefor
it might be better to let the player choose which technology he wants
(probably more realistic as well). Ofcourse a mix between the two is possible as well: 3 IPC for a ‘random’ roll, 6 IPC to choose a tech after a succesful die.
4. Predetermined techs.
Technologies can be given to players before the game starts in order to
compensate for any difference in skill level or for a more historically
accurate picture of the war.
5. IPC Cost of Research.
In the standard game the IPC cost of a research die ammounts for 5 IPC.
This ammount can be altered to your own liking, suggested is 3 to 6 IPC’s.
It all depends offcourse on the decisions made in the previous 4 steps.
When playing with technologies that give only minor bonuses the IPC value of research dice should ofcourse be less than normal, etc.