@Black_Elk Good luck! Let me know how it works out.
The Ultimate Tech Chart (36 TECHS)…
-
Roll 1D6 to determine Tech Path:
- Shipping
- Barrage
- Flight
- Industry / Production
- Land Warfare
- Political
Roll 1D6 to determine Tech:
1a) Super Transports
1b) Super Submarines
1c) Heavy Battleships
1d) Stealth Submarines
1e) Super Carriers
1f) Long Range Naval Vessels2a) Super AA guns
2b) Heavy Artillery
2c) Rockets
2d) Radar
2e) Heavy Machine Guns
2f) Heavy AA guns3a) Long Range Aircraft
3b) Heavy Bombers
3c) Jet Power
3d) Folding Wings
3e) Strategic Fighters
3f) Bomber Sights4a) Industrial Technology
4b) Industrial Growth
4c) Expanded Conscription
4d) Foreign Legion
4e) Expanded Naval Production
4f) Expanded Aircraft Production5a) Mechanized Infantry
5b) Heavy Armor
5c) Trench Warfare
5d) Tank Bunkers
5e) Super Land Mines
5f) Super Armor6a) Technical Conference
6b) Propaganda
6c) Lend Lease
6d) Patriotic Fervor
6e) Volunteer Corps
6f) Technological EspionageDescription:
Super transports - Each of your Transports may now carry up to 3 infantry or 1 armor and 1 infantry (or Equivalent)
Super submarines - Same as old rules
Heavy Battleships - Each of your battleships roll 2 dice instead of 1 (this includes shore bombardment)
Stealth Submarines – Defending submarines may retreat from combat before any attack is made (subject to normal retreating rules)
Super Aircraft Carriers – Each Aircraft Carrier can hold up to 3 fighters or 1 bomber (if combined with Folding Wings technology – each Aircraft Carrier can hold 4 fighters or 1 bomber and 1 fighter)
Long Range Naval Vessels – All of your naval vessels movement rate is increased to 3
Super AA guns - Each of your AA guns roll 2 dice instead of 1
Heavy Artillery - Your Artillery units now receive 2 dice when attacking or defending, and 2 dice when shelling
Rockets - Same as old rules
Radar – All AA guns get +1 to their attack strength for the rest of the game (this may be rolled again giving your AA guns additional bonuses)
Heavy AA guns – Territories may now contain multiple AA guns, but no more than 3 AA guns are allowed in each territory
Heavy Machine Guns – All machine guns attack at 3 or less
Long Range Aircraft - Same as old rules
Heavy Bombers - Each attacking Bomber rolls 2 dice (not 3) instead of 1 (this includes Strategic Bombing Raids)
Jet Power - Same as old rules
Folding Wings - Up to 3 of your Fighter units may land on your Aircraft Carriers
Strategic Fighters – Fighters can now be used to perform Strategic Bombing Raids on IC’s (damage is the following: 1-2 = 1 IPC, 3 = 2 IPC’s, 4-5 = 3 IPC’s, 6 = 4 IPC’s)
Bomber Sights – All bombers attack at 5 or less
Industrial Technology - Every unit’s production cost is reduced by 1 IPC (if Expanded Naval or Aircraft Production is also acquired, the cost of ships or aircraft can only be reduced by 2 IPC’s maximum)
Industrial Growth - The quantity of units that any of your new factories can produce is doubled (i.e. a factory is India can produce 6 units per turn instead of 3)
Expanded Conscription - Receive 2 infantry units during the “Place New Units” phase on each of your turns
Foreign Legion – You may build 1 infantry per turn on territories that do not contain IC’s as long as they have at least an IPC value of 2
Expanded Naval Production – All ships cost 2 IPC’s less
Expanded Aircraft Production – All aircraft cost 2 IPC’s less
Mechanized Infantry – All your infantry units movement is now 2 (infantry units may only “blitz” through enemy controlled territories if accompanied by at least one tank)
Heavy Armor – All tanks attack at 4 or less
Trench Warfare – All infantry units defend at 3 or less
Tank Bunkers – All tanks defend at 3 or less
Super Land mines – All land mines defend at 2 or less
Super Armor – All tanks now require 2 hits to kill
Technical Conference – You may give one invention of your choice to any one of your allies (you must presently possess the invention) or any one of your allies may give you one of his inventions
Propaganda – You persuade a neutral country to join your side (your choice), the neutral territory has a productivity of 2 and starts with 2 infantry and 1 armor (this may be rerolled)
Lend Lease – You may build one unit a turn for any one of your allies (units built are of his color and they appear on any of his IC’s ready for use in his turn) or any one of your allies may build one unit a turn for you
Patriotic Fervor - Once, now or in the future, you may add 10 infantry to your build (these units must be built from your capitol and this may be rerolled)
Volunteer Corps – You may transfer any one unit per turn that is currently located in any of your Allies’ territories to a unit of his color and they are ready for use in his turn (you are not allowed to move this unit during your turn)
Technological Espionage – Your spies steal one invention or technology of your choice from any one enemy (if no enemy has an invention or technology, tough luck)
-
It’s still pay 5 IPC and roll a 6, correct?
Heavy Battleships - Each of your battleships roll 2 dice instead of 1 (this includes shore bombardment)
Should also include 2 hit BBs.
Heavy Artillery - Your Artillery units now receive 2 dice when attacking or defending, and 2 dice when shelling
Are we playing A&AE, or introducing arty to A&A?
Heavy Machine Guns – All machine guns attack at 3 or less
What is this for?
Super Land mines – All land mines defend at 2 or less
Do land mines have to be researched as well?
I’m a little unclear on these, but otherwise I like them all. 8)
-
Yeah … still pay 5 ipcs and have to roll 6.
Techs are for original A&A.
The artillery, machine guns and land mines are expansion pieces that we (my group of A&Aers) use … bought from Table Tactics expansion sets.
Those 3 techs can be modified or changed for those who don’t have these pieces.
-
Ok…cool. Do you have the Table Tactics website? I’d like to look into these expansion pieces.
-
-
…the more tech’s the better right Mista :wink: …
-
@Guerrilla:
…the more tech’s the better right Mista :wink: …
My thoughts EXACTLY GG!!! 8)
-
What about nuclear weapons? You can get rules for nuclear weapons at www.impgames.com.
-
What about nuclear weapons? You can get rules for nuclear weapons at www.impgames.com.
Feel free to remove/replace/edit/add any techs you like!
-
Hey thanks :D :D !
-
This was just a starter kit – to help people expand their techs!
-
I’ve recently seen some A&A tech cards and data for sale/bid on eBay as low as $0.99 …
Was a little suspicious of one that said all bidders would get a copy free except the high bidder. Thought it might be a virus as it was a down load.
-
I think everyone should get a free tech roll every turn…
-
@Guerrilla:
I think everyone should get a free tech roll every turn…
Mmm….I dunno - the issue in techrolls is that you use ressources that could be used to create more units, to - mayby - improve your units stats, so I’ll oppesit your idéa, but it’s absolutly worth the discussion…
-
@Guerrilla:
I think everyone should get a free tech roll every turn…
Mmm….I dunno - the issue in techrolls is that you use ressources that could be used to create more units, to - mayby - improve your units stats, so I’ll oppesit your idéa, but it’s absolutly worth the discussion…
It’s mainly for fun :lol:
-
During a game just for fun; sure why not :D :D ! However, if your playing a serious game I think all the players should probably agree on it: and if they do, great :D :D !
-
I agree with UKcommander – As long as EVERYONE agrees on it … ANY rule is fine. After all … it is ONLY a game – ENJOY YOURSELVES!!! :P
-
Excellent work! mind If I borrow some?
-
Excellent work! mind If I borrow some?
Not at tall!! That’s why they’re posted here. Also, I would love to hear any new techs or modified techs that you might come up with!
Have FUN!!
-
Bomber Sights – All bombers attack at 5 or less (this includes Strategic Bombing Raids)
Explain what you mean by including SBR’s