G40 Enhanced begins. All are welcome.


  • @Uncrustable:

    Option 2

    **Fighters-**cost 8 A2D2. On all hits an air unit must be chosen first(choose your own casualty applies)
    -Fighters defend at 3, if there is an operational friendly airbase present
    Tac bombers- cost 10 A3D3, no SBR
    -Tac bombers A4D4 if there are no enemy aircraft, and atleast 1 friendly fighter is present (Air supremacy bonus)
    Strat bombers- -SBR at one D6 (no more adding to dice)
    No other change

    I really like this.

    Fighters- cheap, aircraft killers, good defense with AB
    Tacbombers- best fighting air unit, needs fighters
    Stratbombers- long range, good offense, SBR, poor defense

    One needs fighters to both screen for their own bombers and attack enemy planes
    Fighters have a clear advantage on defense with an AB (see: Battle of Britain)
    Tacs are potentially deadly vs ground units (when their is no enemy air)
    Strategic bombers for long range and SBR

    This rule set combines historical realism and simplicity.
    Aircraft are balanced amongst themselves, as well as with the other units


  • Why wouldn’t you go:

    Fighter 8 2/2/4
    Defends at 3 when at a friendly operational air base or has an available landing spot on a carrier.
    Tactical Bomber 9 3/3/4
    Attacks at 4 when paired with a friendly fighter, defends at 4 when no enemy air units are present.
    Strategic Bomber 10 2/1/6
    Attacks at +2 when launched from a friendly operational air base
    +2 to strategic attack die when launched from a friendly operational air base

    Night bombing and day bombing raids
    When launching a strategic attack the attacker may choose to launch the air raid during the day, or during the night.

    • Night Bombing, the interceptors rule is suspended but bombers suffer a -2 penalty to their roll representing decreased accuracy; AA fires at bombers normally
    • Day Bombing, rolls of ‘1’ may be rerolled when damaging the facility

  • All changes will be in Red

    1.a)  Expanded ANZAC (The Commonwealth Dominions). Includes ANZAC, South Africa and all of Canada. Capital remains Sydney. The IC on Sydney is changed to a Major IC.
    1.b) A ‘united’ United Kingdom, UK income is no longer split between India and London. The IC on India is changed from major to minor. Capital is London.

    Not clear what or how this makes the game better. It certainly makes or gives UK many new options and favors old school ideas like ignoring one front completely which is glitching the game and is not Historical. Mostly dislike.

    2. Enhanced AAA. AAA now acts as a normal unit outside of AA rolls. They no longer are restricted to non combat moves and attack/defend at 1/1. No changes to AA rolls. AA rolls are defense only (# of dice rolled does not change from OOB) AAA price remains at 5. See # 5 for more.

    Making the AA gun like 1942 2nd edition is a good idea, and using these pieces.

    3. Enhanced air units. a) Fighters cost 8, attack/defend at 2/3.
                                          b) Tac bombers cost 10, attack/defend at 3/3, no change to combined arms rules. Does not SBR
                                          c)Strategic bombers cost 12 attacking/defending at 4/1, SBR as per OOB rules (no change from OOB)
    -No changes to range or carrier/airbase rules of any air unit.
    -All air units have an air combat value of 1, except fighters on defense (2)
    -Only strategic bombers may SBR, only fighters may intercept/escort on SBR

    Dislike any changes in costs as a general rule. The prices already got reduced from Milton Bradley edition. Most folks dont want these types of changes.
    However, when planes and land units fight, a plane hit should go against another plane and no land units should be able to hit planes…only aa guns. Keep the aerial combat values.

    Now we have 3 air units with a distinct role for each:
    Quote
    Fighters: Cheap, strong on defense, escort and intercept SBR
    Tac bombers: Best combat air unit, strongest on offense when supported (no SBR)
    Strat bombers: Long range, good on offense, SBR, poor defense

    4. Enhanced air combat (land combat only). New scramble option, a defender may scramble fighters only into a 1 round air defense battle vs incoming air units, the scrambling air units must be in the territory being attacked. (cannot scramble from adjacent territory). The territory must have an operational friendly airbase. Bombers may not scramble. All air units roll simultaneously. All air units roll 1 dice hitting on a 1, except fighters on defense hit on a 2 or less. AAA units also fire during this round. AAA roll AA dice on defense only as per current OOB rules. (AA dice DOES NOT change from current OOB rules) Remove casualties before continuing to normal combat.
    Oh boy, don’t get why this idea is proposed at all. Why restrict scrambling? Leave it alone.

    5. Enhance naval units a) Cruisers cost reduced to 11 IPCs. Bombards at 4.
                                      b) Battleships cost reduced to 18 IPCs.
                                      c) Aircraft carriers cost reduced to 14 IPCs.
                                      d) Transports cost reduced to 6 IPCs. When empty may move 3 spaces during noncombat move.
                                                  No transport may move 4 spaces under any circumstances
                                      e) Transport ‘evasive maneuvers’, each transport caught undefended by an attacking warship or plane may roll 1 dice. A roll of a 1 is a successful evasive maneuver, and that transport is removed from battle and placed back on the gameboard, a transport that evaded an enemy attack while undefended may not unload units until its next turn.

    6. Enhanced Armor. 3 tanks, when purchased together (from the same IC), cost 15 IPCs total (5 each).

    Dislike these rules even more. It will kill balance ( AP moving 3 spaces?…they are the slowest naval units at 12 knots. If anything give subs a 3 space Non combat move to give them the benefit of their stealth.

    7. Scorched Earth. At the beginning of a powers turn, that power may damage any facility he or she sees fit up to the maximum damage that facility may take per OOB rules. Any damaged facilities in this new phase are treated as if they were damaged before said players turn, and all rules regarding damaged facilities apply OOB. So you cannot ‘have your cake and eat it too’. That it you cannot damage your naval base and then repair a battleship.

    I think this might work, but stated in a different way. Basically you can damage your own factories/facilities, which also means BB/CV can’t repair. The damage is done in the turn sequence before these naval units are repaired to avoid confusion.

    8. Enhanced Lend Lease. During the US or UK research and development phase the US/UK may purchase lend lease tokens for 5 IPCs each. (Place a Soviet control marker to represent each token on Wash DC for USA and London for UK) During Russia’s research and development phase they may attempt to cash in any number of these in by rolling one dice for each token. The token is destroyed on a roll of 1 or 2, delayed atleast one turn on a roll of a 3 or 4. On a roll 5 or 6 the Russian player may pick any of the following; A fighter in Amur, 2 Infantry and a mech infantry in Archangel or +10 IPCs if the allies control a series of connected territories from Persia to Russia. The territories must be under Allied control at the beginning of its turn (Soviet controll in the case of Amur and Archangel). The tokens are not redeemable if there are any non Soviet allied units in any original Soviet territory. If London or DC is overtaken by the Axis any tokens there are destroyed.

    This is an old idea, and is really more complicated than it needs to be. I would simplify the idea and have it where USA can loan 1-2D6 to Russia/UK if X is controlled by Soviets. ( thinking Persia, Archangel, and the land area where Vladivostok is.

    9. Enhanced Air/Naval bases. Cost reduced to 12 for both.

    10. Nuetral blocks. If the axis attack a neutral territory, all the neutrals in its block immediately become allied friendly. Same if reversed.
    Mongolian block (all mongolian territories) Replace OOB mongolia rules with: Japan or Russia recieves 12 IPCs if the other declares war on it.
    South American + European block Venezuela, Columbia, Ecuador, Peru, Bolivia, Paraguay, Uruguay, Argentina, Chile, Portugal, Spain, Switzerland, Sweden, Turkey, Rio de oro, Portuguese guinea, Sierra Leone, Liberia, Angola, Mozambique
    Middle-eastern block Turkey, Saudi Arabia, Afghanistan

    I think this could work except with different ideas here. Just make a list of strict neutrals that don’t fall either way if the OOB rules are enforced. I would make it a 2-3 space away rule where you would roll and or pay IPC to convert to your side.

    11. Dice bonuses. On a dice roll of 1 (attack and defense) observe the following for the listed units:
    -Fighters may choose an air unit as a casualty
    -Tactical bombers may choose a ground unit as a casualty (land or sea)
    -Cruisers may choose an air unit as a casualty
    -Battleships may choose a surface vessel as a casualty (includes transports)
    -Tanks may choose a ground target as a casualty
    -Strategic bombers, (offense only) defender must choose 2 casualties

    See no need for these rules. They change the game too much.

    1. What you need is a replacement of the Technology Tree to something more realistic and dynamic. For example, tanks could start at 2-2-2, then 3-2-2, then 3-3-2. Perhaps just one change or two during the game not more. Planes could be the same thing. So all the ideas proposed could just go under Tech, which is optional anyway.
    2. Adding elite armor ( either specialized trained units Waffen SS, Shock Armies, etc)
    3. Adding Generals/Admirals ( one per front, not 50 of them) you would draw one per turn or something
    4. Possibly a combined arms bonus ( for having air, mech, and infantry in the same battle)
    5. Making submarines more stealth by giving them a special movement that makes their effect more unpredictable.
    6. Dynamic neutral armies ( something more than X infantry)…Spain for example had air and naval units, but OOB just puts them as Infantry.


  • 6. Dynamic neutral armies ( something more than X infantry)…Spain for example had air and naval units, but OOB just puts them as Infantry.

    This is definitely needed.


  • Updated OP:

    -edited enhanced air units and naval units
    -removed enhanced air combat
    -removed enhanced armor
    -removed dice bonuses

    3. Enhanced air units.
    Fighters-cost 8 A2D2. On all hits an air unit must be chosen first(choose your own casualty applies)
    -Fighters defend at 3, if there is an operational friendly airbase present
    Tac bombers- cost 10 A3D3, no SBR
    -Tac bombers A4D4 if there are no enemy aircraft, and atleast 1 friendly fighter is present (Air supremacy bonus)
    Strat bombers- -SBR at one D6 (no more adding to dice) No other change
    -No changes to range or carrier/airbase rules of any air unit.
    -Only strategic bombers may SBR, only fighters may intercept/escort on SBR

    5. Enhance naval units
    Cruisers cost reduced to 10 IPCs.
    Battleships cost reduced to 18 IPCs.
    Aircraft carriers cost reduced to 15 IPCs.
    Transports cost reduced to 6 IPCs. When empty may move 3 spaces during noncombat move. No transport may move 4 spaces
    -Transport ‘evasive maneuvers’, each transport caught undefended by an attacking warship or plane may roll 1 dice. A roll of a 1 is a successful evasive
     maneuver and that transport is removed from battle and placed back on the gameboard, a transport that evaded an enemy attack while undefended may not
     unload units until its next turn.

  • '18 '17 '16 '11 Moderator

    I agree, a technology progression would rock, failing that, technologies that are worth getting would be better than what we have, even if we go from 12 back to 6.

    Level 0)
    Normal Mechanized Units

    • Mechanized infantry: Cost 5 IPC, Attack 1, Defend 2, can pair with artillery like infantry, can pair with armor and blitz…basically identical to now, but cost 5 IPC
    • Armor: Cost 6 IPC, Attack 2, Defend 2, Move 2

    Level 1)
    Improved Mechanized Units:

    • Mechanized Infantry can blitz like tanks
    • Tanks defend at 3

    Level 2)
    Improved Armored Units:

    • Tanks attack at 3
    • Mechanized Infantry cost 4 IPC

    Level 3)
    Blitzkrieg

    • Mechanized Infantry attack at 2 but may not pair with artillery anymore
    • Tanks cost 5 IPC

    Each level would inherit the levels before it.  So if you had level 3, your tanks would cost 5, attack at 3, defend at 3 and your mechanized infantry would cost 4, attack 2, defend 2 and blitz like tanks.

    Just an example, I’m not married to the example, but just something I was thinking of when IL said progression.


  • Are you wholeheartedly opposed to bombers getting back their +2 damage when launched from an air base?

    And even making bombers 2/2/6, and giving them +2 attack when launched from an air base.

    These planes were big and needed lots of support to do the hard hitting.


  • @oztea:

    Are you wholeheartedly opposed to bombers getting back their +2 damage when launched from an air base?

    And even making bombers 2/2/6, and giving them +2 attack when launched from an air base.

    These planes were big and needed lots of support to do the hard hitting.

    I like this from a historical realism standpoint.
    It would both nerf bombers a little bit and give more reason to purchase/use airbases.
    Would also give more reasons to SBR air bases.
    This could involve keeping fighters at airbases being used by Bombers for added protection from SBR.
    Now that bases cost 12 IPCs, this could add a lot of interesting dynamics.

    I do not like D2 however, should stay at D1.

    But I am starting to like it.
    It is definatly an enhancement, without being over complicated or drastic.

    What do others think?


  • Well then make bombers 3/1/6 - 10

    +1 to attack power when launched from air base
    +1 to damage roll when launched from air base

    You can lower the cost to 10 if you lower the attack and tie in the need for a base to bring them back to 4. The lower cost makes up for the need to be buying air bases more often.


  • Cost 12 A3D1 range 6

    Giving +2 to SBR while only +1 to attack I feel would add unnesicary confusion

    AB gives +1 to attack, SBR and range (this is simple)
    So their not too hindered without AB, but…

    I think I almost prefer your original. Just D1.
    A2D1, AB gives +2 to both Attack and SBR

    The 2nd one makes airbases much more vital, but the first is less drastic
    Idk…either way your idea is a really good one


  • Well then weigh the following:

    Option A:
    Bomber - 2/1/6 - 10 IPCs
    Special rules:
    Ground Crews - Bombers that begin their turn in a territory with an operational friendly air base benefit from +2 to their combat value, and add +2 to their die roll when calculating damage during a strategic attack

    Option B:
    Bomber - 3/1/6 - 12 IPCs
    Special rules:
    Ground Crews - Bombers that begin their turn in a territory with an operational friendly air base benefit from +1 to their combat value, and add +1 to their die roll when calculating damage during a strategic attack

    Both options limit the potent firepower of the bomber to turns only when it starts at an airbase. Indeed making them vital.

    Honestly, I prefer option B, and a rule for “night bombing” should be looked into.
    Escorts/Interceptors rule suspended during attack, AA fires normally, bombers suffer -2 penalty to roll
    (I had mentioned this to Larry before and he seemed interested)

  • '17 '16

    @oztea:

    Well then weigh the following:

    Option B:
    Bomber - 3/1/6 - 12 IPCs
    Special rules:
    Ground Crews - Bombers that begin their turn in a territory with an operational friendly air base benefit from +1 to their combat value, and add +1 to their die roll when calculating damage during a strategic attack

    Both options limit the potent firepower of the bomber to turns only when it starts at an airbase. Indeed making them vital.

    Honestly, I prefer option B, and a rule for “night bombing” should be looked into.
    Escorts/Interceptors rule suspended during attack, AA fires normally, bombers suffer -2 penalty to roll
    (I had mentioned this to Larry before and he seemed interested)

    I prefer B also because it doesn’t affect too much the StB capacity. And still create an incentive to buy AB to get SBR and better offensive punch.

    For the discussion about night, I’m open on it.

    Maybe just -2, minimum 1. Become -1 when launch from an Airbase.

    Why don’t let StB SBR IC at D6+1 damage, as regular?
    And 6D+2 with AB bonus?


  • Night/day operations seems a bit much.

    I like both options(except price for both needs to be 12)

    Option B is less drastic and a tad simpler.

    Il post option B when I get a chance.

    This to go along with where we are at with fighters and tacs really pushes a nation to have all 3 units, and would almost eliminate spamming of any or unit


  • Updated OP:
    Added the new strat bomber
    Added a new one…Home Guard (Garrisons)

    Home Guard/Garrisons. (homeguard/volksturm/partisans/militia/headhunters,etc)
    Anytime a land territory is attacked, one die is rolled for its Home Guard defense in addition to the dice for any units occupying it. This die is rolled for every round the battle continues. Home Guard will never roll more than 1 dice per round of combat. A Home Guard will never extend a battle (Once the defending units are destroyed the battle is over) An empty territory would roll 1 dice before falling to the enemy, in the case where 1 unit is attacking and that unit dies to the Home Guard, the territory does not change ownership. Home Guards do not stop a blitz, but if a lone tank attempts to blitz through an empty territory and the Home Guard hits, the tank fails to take the territory; it dies right there and does not proceed into the second territory.  If a tank blitz is accompanied by at least 1 other tank or mechanized infantry and the Home Guard hits, then the territory is taken but one of the mobile units dies and the remaining units continue the blitz.
    Home Guard die roll is determined by the IPC value of the territory.
    Use the following chart to determine the Home Guard’s defense die:
    0-2IPC territories - @1
    3-5IPC territories - @2
    6+IPC  territories - @3

    Why don’t let StB SBR IC at D6+1 damage, as regular?
    And 6D+2 with AB bonus?

    Because it just adds unnecessary confusion.
    And there is no need for any bonus without airbase, tac bombers no longer SBR.
    Likewise the AB bonus for SBR and attack needs to be uniform (either +1 or +2 for both)
    At +1 is it both less drastic for bombers without an AB, and it is +1 from AB for everything (range, SBR and attack)
    Making it simpler to implement/keep track of in game.


  • I also have another one that needs review.

    Strategic movement/Rail movement
    During the noncombat phase, all friendly victory cities give +1 movement to all land units who were in that territory at the beginning of the turn.

    Simple way to add a type of rail system, that is not too powerfull/game changing
    Increases the importance of VCs (Right now they only matter for victory conditions)
    Speeds up the game
    Might see more inf/art purchases and less mech (right now it is mech spam for Germany in many games)

    Could allow SBR of victory cities, VCs work similar to bases in regards to SBR
    The SBR might be too much tho, needs thought

  • '17 '16

    @Uncrustable:

    Why don’t let StB SBR IC at D6+1 damage, as regular?
    And 6D+2 with AB bonus?

    Because it just adds unnecessary confusion.
    And there is no need for any bonus without airbase, tac bombers no longer SBR.
    Likewise the AB bonus for SBR and attack needs to be uniform (either +1 or +2 for both)
    At +1 is it both less drastic for bombers without an AB, and it is +1 from AB for everything (range, SBR and attack)
    Making it simpler to implement/keep track of in game.

    I agree with you on this point: all +1 everywhere is good.

    What about the +D1 bonus for Fg from AB?
    Why just not limit it to only three Fgs, like the scramble in an adjacent SZ OOB rule?

    So you really erase the Tactical Bombing raid vs NB and AB?

    Why not keeping it, even at an half rate damage, like 1D3 / 1D2?
    Because that rule about no TacBR is not historical, for sure.
    Pearl Harbour was attack by TcB not StB and it was a naval base and air base.


  • What about the +D1 bonus for Fg from AB?
    Why just not limit it to only three Fgs, like the scramble in an adjacent SZ OOB rule?

    Yes the +D1 is still there, i see no need to limit it. Wouldnt even be very often where there would be that many more fighters than 3.
    And it makes confusion, for little reason. You would have fighters in the same battle rolling different dice.
    And hinders fighters a little (balance is good right now)

    So you really erase the Tactical Bombing raid vs NB and AB?

    Why not keeping it, even at an half rate damage, like 1D3 / 1D2?
    Because that rule about no TacBR is not historical, for sure.
    Pearl Harbour was attack by TcB not StB and it was a naval base and air base.

    Yes tactical bombers no longer SBR anything, bases or IC. (they would be too powerful)
    It may not be perfect historical realism (not the only case in this game imo)…
    But it gives each air unit a very distinctive role in the game, each are important…

    1-Fighters are needed to protect friendly bombers from enemy air (fodder/escort SBR) and friendly facilities from SBR (intercept SBR).
    -Fighters are also needed to vie for air dominance. (air supremacy bonus for tacs and taking out enemy air)
    2-Tactical bombers are the meat of the air so to speak, they need fighters (protection + air supremacy bonus), but they are the best at destroying enemy units.
    3-Strategic bombers are long range heavy hitters on offense, and can SBR. But they need both fighters and airbases to perform efficiently. Next to worthless on defense.

    All these rules, taken along with 12IPC bases, will greatly increase the use/importance of airbases.

    There is much historical realism here.


  • Here are some tech ideas to work with. Quite a bit to digest though.

    Research dice cost 5 IPCs
    Roll and consult the following chart:
    6: Breakthrough Point
    2-5: Tech Token
    1: Research fails

    Tokens are saved for next turn and award a free research roll.
    The player now allocates any breakthrough points they earned in the following manner:

    For each breakthrough you earned, you must allocate it to a tech tree, Land, Air, Naval or Economic. Then select a Tier. You must already have at least one tech in the tier below to allocate breakthrough points to a tier above.
    If you allocated 1 breakthrough point in a tier, roll a die; on 1-3 you are awarded the first tech, on 4-6 you are awarded the second tech.
    If you allocate 2 breakthrough points to a tier you receive both techs

    Land Technology:
    Tier #1
    • Paratroopers - Friendly airbases may now launch up to two of your infantry up to three spaces as a combat move, the territory must also be under attack by either your land forces or amphibious forces
    • Mobile Warfare Doctrine- Your Mechanized infantry attack at ‘2’ when paired with a Tank

    Tier #2
    • Tank Destroyers - During combat, rolls of ‘1’ to hit with your tanks may be assigned to enemy tanks by you.
    • Prepared Defenses- Artillery defend on 3 during the first round of combat, and also defend at 3 during all rounds during amphibious invasions

    Tier #3
    • Heavy Tanks - Tanks attack at ‘4’ on the first round of combat
    • Panzerfaust/Bazookas - For each two attacking enemy tanks, one of your infantry defends at ‘3’.

    Tier #4: Future Tech
    • Composite Armor - Tanks defend on a ‘4’, but now cost 7 IPCs
    • Assault Rifles - Half your infantry in combat attack at ‘2’ (round down)

    Sea Technology:
    Tier #1
    • Improved Depth Charges - Your destroyers attack on ‘3’ for each enemy sub present
    • Cruiser Flak Guns: If your Cruisers roll a one during combat, the hit may be allocated against an enemy air unit.

    Tier #2
    • Sonar - Cruisers gain all ASW abilities
    • Super Subs- Your subs now attack at 3 and defend at 2

    Tier #3
    • Improved Carriers - Your Carriers can now hold one plane when damaged.
    • Super Battleships - Your Battleships attack and defend at ‘5’ on the first round

    Tier #4: Future Tech
    • Nuclear Reactors - Carriers and Battleships may repair without the need for a port, during the purchase units and repair phase.
    • Super Carriers - Your carriers can now hold three planes and defend at ‘3’.

    Air Technology:
    Tier #1
    • Drop-Tanks - Fighters have +2 movement when only while escorting bombers
    • Long Rang Aircraft- All aircraft move one extra space

    Tier #2
    • Strategic Rockets- Your Airbases now serve as rocket launchers. During the strategic bombing raid step of your Conduct Combat phase each turn, each of your airbases may make a single rocket attack against an enemy industrial complex within 3 spaces of it. The attack deals one die roll of damage.
    • Airborne Rockets - Tactical bombers may attack industrial complexes.

    Tier #3
    • Advanced Bomb Sights - Your bombers may reroll misses during the first round, and may reroll their damage die during strategic attacks
    • Torpedo/Dive Bombers- Tactical bombers may assign their hit if they roll a ‘1’ in combat.

    Tier #4: Future Tech
    • Jet Fighters - The attack value of your fighters is now 4 and defense is now 5. During dogfights they hit on ‘3’ or less
    • Guided Missiles - Rolls of a 1 to hit with fighters may be allocated as a casualty on an enemy air unit or tank if available.

    Production Technology:
    Tier #1
    • War Bonds- Collect three IPCs for each victory city you control
    • Lend Lease- You may choose a friendly power and they get a free Artillery in one of their original territories that does not border enemy controlled territory.

    Tier #2
    • Hardened factories- 2 Points of Strategic bombing damage is repaired for every 1 IPC spent to do so.
    • Radar - Your AA guns hit on ‘2’ or less

    Tier #3
    • Shipyards - subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
    • Mass production - If you buy two land or air units, then the third is half price. (excluding infantry)

    Tier #4: Future Tech
    • Academic Grants - You get a free breakthrough every turn
    • Atomic Bomb - (Prerequisite - at least 2 Techs from each tech tree) One of your bombers may make a strategic attack and roll four dice for damage, and allocate the damage as you wish across any and all facilities in the territory.


  • Research dice cost 5 IPCs
    Roll and consult the following chart:
    6: Breakthrough Point
    2-5: Tech Token
    1: Research fails

    Tokens are saved for next turn and award a free research roll.
    The player now allocates any breakthrough points they earned in the following manner:

    For each breakthrough you earned, you must allocate it to a tech tree, Land, Air, Naval or Economic.

    I like all of this,

    I came across a technology chart for G40 some time ago, tweaked it a hair, and played many games with it and loved it.

    The concept is near exact same as what you just proposed oztea.

    However the 4 different tech categories (Land, Air, Naval, Economic) have different cost. Im not at home cant remember exact. Think they were 4, 6, 8 and 10 (something close to that)

    A nation purchased tech tokens and placed them in the category they wish.
    Each turn said nation rolls for each token in all categories it has a token in.
    A 6 is a breakthrough (can add a 1 rolled is token lost), roll to see what tech you get (within that category)
    Once you get a tech within a category, all other tokens in that category are removed.
    A nation can never get more than 1 breakthrough in a single category per turn.
    Other categories are not effected by success/failures in another category.

    It also gave each nation 1 token to start the game, and i beleive USA, UK, Germany and Japan each received 2 free tokens.

    Il be home this weekend, possibly sooner and im going to be digging out the chart.

    12-16 techs also seems a good number, split into 4 categories.
    We dont want to take it too far.


  • I think the tech post you saw may have been mine.

    Rolls cost 2 x tier level

    So tier 1 techs cost 2, tier 2 techs cost 4, tier 3 cost 6, tier 4 cost 8

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