You should make the tech more interesting and make tech dice linger.
Like: every tech dice that fails gives a +1 to the first dice in the next tech roll.
OK here they are - most of them are pretty standard and found elsewhere:
ADVANCED ARTILLERY: Each artillery unit can support up to 2 infantry units
per attack.
Should also give an extra ‘first strike’ roll on defense @1
SUPER SUBS: Subs now attack @ 3, convoy raid +1.
Convoy raids should also happen @4 or less.
PRODUCTION & DAMAGE CONTROL: Each of your industrial complexes can
now produce additional units beyond their normal production ability. Major
industrial complexes can now mobilize up to 12 units. Also, when repairing a
damaged industrial complex, you can remove 2 damage markers for the cost of
1 IPC (in other words, half price). The maximum damage that can be applied to
your industrial complexes is not increased.
HEAVY FLAK: Your AA guns shoot down enemy planes @2 or less.
And can roll up to 4 dice?
PARATROOPS: Bombers can carry & drop one troop each into land zones. (+1
attack bonus for initial combat.)
WAR BONDS: During your Collect Income phase, roll a die and collect that many
additional IPCs.
LONG RANGE AIRCRAFT: Bombers’ range increases to 8, fighters’ range
increases to 6.
Tac’s range increased to 6. I also think this should only increase a planes movement by 1, otherwise bombers will move @9 from an air base.
TANK PRODUCTION: Tank cost is reduced 1 IPC.
The FIRST tank you build that turn, should cost 1 less.
NAVAL PRODUCTION: Major warship costs are reduced by 3 IPCs. Minor ship
costs are reduced 1 IPC.
cool.
AIR PRODUCTION: Airplane costs are reduced by 2 IPCs.
cool.
INFANTRY CONSCRIPTION: Infantry cost is reduced 1 IPC.
…forget heavy bombers, THIS, is ‘the tech’ to get.
Price should be reduced to 2.5IPCs
OR
Get 1 free Infantry in or capital per turn
HEAVY BOMBERS: Your strategic bombers are now heavy bombers. When
attacking, whether in a battle or a strategic bombing raid, roll two dice for each
bomber. Add 2 to every die roll during factory raids.
ROCKETS: You can now purchase and use Rocket Bases. (One free to start.)
During the Strategic Bombing step of each turn, each of your rocket bases can
make a single rocket attack against an enemy industrial complex within 3 spaces
of it. This attack does one die roll of damage to that facility. Rockets may not be
fired over neutral territories and cannot be shot down. (V-2 Variety) Rocket
bases cost 10 IPCs each and defend @1 if attacked. MOVEMENT: Identical to
tanks. Cannot fire after moving during same turn.
*I use an actual rocket game piece from HBG that fires over and over - hence “rocket base” - I think it is lame to use AA guns as they have NOTHING to do with rockets and that is just the gamemakers attempt to avoid supplying another piece.
The rocket BASE should be immobile, and support 1 Infantry during combat. Instead of fighting on its own.
JET FIGHTERS: Fighters now attack @4, defend @5. Also, your fighters are
now immune from AA fire.
HEAVY TANKS: Your tanks now attack and defend @4 instead of 3.
Should be:
Tanks can take 2 hits
To be able to have your tanks absorb a hit, you must lose an other units on a 1:1 ratio
E.g:
you have 3 heavy tanks, 4 Infantry, and 5 casualties.
you assign 2 hits onto your tanks, but the other 2 hits MUST be on your Infantry.
ATOMIC BOMB:
• A-Bombs Cost 15 IPCs each. (One free to start.) May be dropped in land or
sea zones. Must be carried and dropped by a bomber. (One per bomber.)
Or launched by a rocket base?
Also the atomic bomb should not be able to target a sea zone.
• Due to the extreme altitude that the A-bomb is dropped from, no interceptors, AA guns, or other defending units can return fire.
• Roll 10 die for each A-bomb dropped into a zone. Any 5’s or less are hits. An A-
Bomb will destroy anything in a zone but an IC, including AA guns.
You should roll dice = to half the number of units on the territory OR 10. Whichever is higher.
• Roll 5 die and add for damage to any factory present. Leave a radioactive
symbol on the spot where each A-Bomb was dropped.
Also roll a dice for the naval/air//rocket bases?
Subtract one I.P.C. from
the value of the territory for each radioactive marker left in a bombed zone.
• A-bomb defends @ 1 if attacked.
• A-bombs can be moved by bombers in air, and like tanks on land and sea.
It should not be allowed to move like tanks, it should only be able to move 1 territory per turn ONLY through a territory that has an IPC value of at least 1. (to represent the need of SOME infrastructure to move such a precious object)
It also shouldn’t be allowed to moved onto transport. It should only be allowed to move over the sea by taking up an entire carriers capacity.
SPECIAL NOTE: Attacker cannot combine a nuclear attack with a conventional
attack or non-combat move in the same territory or seazone during the same
turn.