here it is. All typed up and official - my ideas for AA50 strategic.
Blue = new clarifications
Red = new/beta stuff
Paul’s AA50 Strategic
All rules are AA50 OOB 1941 + NOs unless stated here.
BETA: The Dardanelles strait is closed to sea movement: ships in SZ 16 may only unload/bombard in Bulgaria/romania. Caucasus and Ukraine ICs may not build ships in SZ 16. Planes may fly over the strait unrestricted.
Changes to unit costs
Destroyers now cost 7
Cruisers now cost 11
Changes to unit attributes
All battleships are equipped with AA guns (radar does not increase this)
Each Unit with ASW capabilities can only detect 1 submarine the first round of combat. Every subsequent round this number goes up one. (In other words 2 destroyers would detect 2 subs first round, 4 next etc.) Undetected subs are treated as if there were no destroyer in the territory (for submerging, surprise strike, and plane possible targets.) Example: 3 subs attack a cruiser and a destroyer. One sub is detected the first round. The two undetected subs get surprise strike and the detected one does not. Say all of the units miss. The second round a second sub is detected. Now, only one sub gets surprise strike.
-Due to their heavier dependence on convoys for shipping, UK,US, Italy, and Japan are subject to Convoy Raids (CR). These are economic attacks, conducted by SUBs, close to enemy shipping lanes (ie. near an IC). Russian and German ICs are not subject to such attacks.
-On the UK, US, Italian, and Japan Collect Income Phases, for every Enemy SUB within 1 SZ of (ie. directly adjacent to) an IC owned by that respective country, subtract 1IPC from their collected income. For every 2 subs raiding the same IC, subtract 1 additional IPC from the player’s income (up to territory max). If a SUB became submerged during this TURN’s Conduct Combat Phase, it does not do ANY economic damage.
-Multiple SUBs may affect a single IC, with damage capped at the Territory’s IPC value. Any individual SUB, can only affect one IC/TURN, but may affect multiple ICs/ROUND. (i.e. A sub could affect a UK IC on UK’s turn and then a US IC on US’s turn)
Subs can only be forced to submerge by combat. Note that fighters alone cannot force a sub to submerge, since if fighters and subs are the last in a seazone, the battle simply ends.
BETA: UK starts with minor factories in India. Germany starts with a minor factory in France. Minor factories may only build Infantry units and may be upgraded to factories for 8 IPCs. Upgraded minor factories may be used at full capacity the turn they are upgraded.
The tech system is reworked. Here is the new tech process
Step 1: Buy Researcher Tokens
-Each Research Token costs 7 (Minor), 10 (Moderate), 15 (Major) IPCs.
-You must declare which specific technology you are rolling for
-You must buy a minimum of 2 (but no more than 4) researchers for that specific technology
-Once you have purchased a set number of researchers for a specific technology, you cannot purchase any more.
Step 2: Roll Research Dice
-If this is the first time you are rolling for a specific technology, roll one die for each researcher you have
-Success: If you roll at least one “6”, you have achieved that technology. Discard your remaining research tokens for that technology.
-Failure: If you do not roll a “6”, your research has failed. Keep all your researcher tokens and continue to the Purchase Units phase of the turn.
Double-Double Rule
-If you have TWO researchers, and this is the second time you are rolling for a specific technology, roll TWO dice for each researcher you have (ie. 4 dice total, this increases to 8 dice next turn, then 16, etc.)
-If you have 3 researchers, the sequence would be 3, 9, 27…
-If you have 4 researchers, the sequence would be 4, 16, 64…
Step 3: Mark Developments
-If your research was successful, place one of your national control markers over the appropriate advancement box. Your development becomes effective immediately.
-You can initiate research on only one new technology each turn. You can however, be rolling for more than one technology in a turn (roll newest one first), and more than one technology can come into play on a single turn.
MINOR TECHS (7IPC/researcher, ie. minimum 14IPC)
-Increased Factory Production – Errata is ignored – all factories gain 2+ production
-Super Submarines
-Improved Shipyards
-Enhanced cruisers – Your cruisers are equipped with ASW capabilities
– Your cruisers are equipped with an AA gun. This AA may be stacked with the battleship AA gun. If defending battleship and cruiser are present, roll 1 dice @2 per attacking plane instead of 2@1.
MODERATE TECHS (10IPC/researcher, ie. minimum 20IPC)
-Rockets
-Paratroopers
-Jet Fighters
-Radar
-Mechanized Infantry
-Long range mortars (Advanced Artillery) – Your artillery attack and defend @3 first cycle of combat.
– Your artillery have a surprise strike first cycle of combat
MAJOR TECHS (15IPC/researcher, ie. minimum 30IPC)
-Long Range Aircraft
-Heavy Bombers
China changes
China now has IPCs, It collects IPCs as other nations and starts with 7 IPCs.
China’s turn is still with US. (not combat move and combat though)
Changed: China may purchase infantry at the cost of 2 IPC each. All other units are normal price.
Changed: China NO: If the Burma Road (Yunnan, Burma) is owned by the allies, China receives 2 extra IPCs
Flying Tigers start in Sikang instead of Yunnan.