Oh…
I’ve been playing wrong this entire time???
:disappointed:
Thanks for clarifying though. I’ll take that into my next physical game.
We have used this tech system the last time we played and i had no complaining about randomness and bad die rolls. Everyone got what they wanted and even forced some to upgrade in certain areas so they weren’t undermanned in certain situations. The rules are listed at the bottom of this page.
Technology Tree
Advanced Technique’s
Advanced Aircraft
Advanced Naval Units
Political Upgrades
Technology Breakthrough Rules
Step 1- On your purchase unit phase name which tech’s you want to research and pay the required amount of IPC’s. There are no limits to how many tech’s you can learn per turn but you have to learn them in order and only one Lv per turn. ie… turn 1 you can learn a Lv 1 tech if you are successeful, on turn 2 you can learn Lv 2 then Lv 3 on turn 3 if you succeeded with your Lv 2 upgrade.
Step 2- Roll 1 die per tech paid for and recieve Lv 1 tech’s on a roll of 4,5 or 6 on a 1D6, Lv 2 tech’s on a roll of 5 or 6 on a 1D6 and
Lv 3 tech’s on a roll of 6 on a 1D6.
Step 3- You Recieve your tech’s at the end of your turn to allow for rearmorment and training to take place, all tech’s learned on your turn will be in effect on your armies next turn defencive or offencive.
Detuite, you made an error in Lv 1. MARINES never retreat!
American marines dont, but these aren’t just americans don’t forget. I would never use Lv1 but it’s the only way to get Lv2 and Lv3.