I like this. Very simple. Very elegant. I’m going to have to borrow this for our next game. I’m going to make 8 Blue Allied Victory Tokens, 8 red Axis Victory Tokens and 1 Gold Victory Token.
Grasshopper's Alternative R&D
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So hard to say for sure but…
I don’t really like the 3 aircraft on a carrier thing, mainly because you’re prone to knocking them down when trying to get them on the model. Espionage is probably in the wrong place too, since a tank is 6 IPC but you are only giving 5 IPC with it. Maybe bump that up a few slots.
For rockets, since it’s #17, I’d say ALL AA Guns can take a turn, or 3 AA Guns can fire a rocket. Make it worth something.
Nukes should not blow up value if a capitol and the warhead itself (on top of the tech cost) should probably cost a few IPC as well. Just my opinion.
I love propaganda. Might want to limit it to 2 IPC neutrals or less or something and apply it to hostile neutrals as well.
And I like improved blitz with the artillery hitched to mech - after all, that’s why it’s MECH! As far as I am concerned anyway.
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Thanks for the imput.
Rockets:
Each AA Gun does fire, up to 3 damage each.
(I will edit it to make it clear)Improved Engineers:
Free tank or Sub, Gotta have something good in the first 4 to make it worth researching in the first place.Propaganda:
Very high on the ladder, and you still need to fight the neutral army… no need limiting it IMO.Nukes:
Best tech on the ladder, if you can roll a 20 on a d20 after round 7, you should have a really strong tech. People will fear the bomb as they should.Again… Thanks for your imput.
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Yea, see, I didnt want to open my mouth, now you’re mad at me.
Is your propaganda for true neutrals or opposing neutrals as well?
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Well, that house rule is fun, and welcome if you want to play another game than Global as we know it. With basically 1 more tech per round for every power who wants it, it really becomes a tech game.
It also adds a lot of units on the board since its of the best interest of each power to get at least one of the first 4 techs.I will give it a shot if other guys in my group are interested. We might refine/swap some things on the ladder though.
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@Cmdr:
Yea, see, I didnt want to open my mouth, now you’re mad at me.
Is your propaganda for true neutrals or opposing neutrals as well?
I’m not mad, I appreciate your opinion.
Propaganda is for attacking 1 “true neutral” (your choice at any time) per game without making all others pro-enemy.
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Well, that house rule is fun, and welcome if you want to play another game than Global as we know it. With basically 1 more tech per round for every power who wants it, it really becomes a tech game.
It also adds a lot of units on the board since its of the best interest of each power to get at least one of the first 4 techs.I will give it a shot if other guys in my group are interested. We might refine/swap some things on the ladder though.
Cool, thanks for your intrest. Remember that only powers at war may research, so the states and Russia may be a little behind, which helps the Axis a little. However, it is possible for 5 different allied powers to gain tech in latter rounds, against only three axis powers (good reason not to attack early).
Also, if a power spends less that $5 and fails they are stuck at the same development stage, but if a power spends the max $5 and fails, they still move up the development ladder even though they didn’t gain a tech.
For Example: Germany already has volunteer conscripts and refitted transports, and they now pay $5 to research, but they roll a 6 and fail to gain a development roll on a d8. However, because they spent the maximum research fund, they will be allowed to roll on a d10 on their next successful attempt. If Germany spent less than $5 for their research attempt and failed, they would be limited to rolling a d8 next turn.
Just courious Axisplaya, which tech would you modify?
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Dont suppose you want to play a game to test it, YG?
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@Young:
Just courious Axisplaya, which tech would you modify?
Here are some modifications that come to my mind after a brief thinking.
9.Radar
All interceptors now defend @2all AAguns should fire @2 also.
14. War Bonds
The cost of all units has decreased by $1.This one is just way too strong. Used by nations who are likely to build lot of ground units (so Axis to speak clearly), this result in hundreds of IPC swing over the course of a game.
It has to be a version of improved shipyard, maybe extended to planes, but not to all units IMO.16. Jet Fighters
All fighters now attack @4, and defend @5.Would like them intercept @2 instead of defenfing @5, and intercept @3 coupled with radar tech.
18. Coastal Guns
Each AA gun may fire 1@1 on enemy surface warships in an adjacent sea zone from which an amphibious assault is being conducted.Added to the Amphibious assault case, i would also make it a possible combat move during the player’s turn. Targeted surface warships may reply and try to destroy the AAguns (or other units attacking). If the combat involves other attacking units than AAguns, then AAguns can’t be taken as 1st casualties, but as last ones.
Also, the AAgun would fire @2 if coupled with radar tech.20. Nuclear warfare
Place a bomb marker under one Bomber, than fly that Bomber over 1 hostile territory or sea zone and remove 5 units (defenders choice). Also, if it is a territory, it no longer has any IPC value. If the bomber carrying the bomb is destroyed, so is the bomb.this one would need some more definition about the rules to intercept such a bmb.
Also, Russia could be rolling for tech as soon as R2 since they can always DOW Japan on 1st round.
Also, to be more in the spirit of the original Global tech system, i would say that if you roll a tech you already have, then the tech is lost (while you keep moving on the ladder) with one exeption : Long Range Aircraft, when you get to select another type of air unit.
Afer all, missing a tech with this is only a loss of 5$…Stuff like that…
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@Cmdr:
Dont suppose you want to play a game to test it, YG?
Sorry, not on line yet.
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Great Stuff Axisplaya,
You have definitely given me some ideas.
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Changed a few things and explained things better, I hope you like.
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I like the progressive tech approach - makes sense. I would be in favor of adding 4 more techs so you can just use 6 sided dice and go through 4 progressions. Some ideas for the extra 4 techs would be Heavy tanks, special forces, and a maybe a repair tech which allows you to repair damaged facilities for less IPC’s. I can’t think of a 4th right now.
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Amittedly, I’d seen the coastal guns before, but this is how I saw them (in another game)
Germany could fire coastal batteries at any ONE ship in the English Channel (I guess that would be SZs 109, 110 and 112 based on what sea zones it effected there). Â On a roll of 3 or less, the ship was sunk (or damaged in the case of Battleships and presumably Carriers now as well).
If “France” (what was originally Western Europe) was not German at the start of their turn, they could not fire their shot, of course.
Note: What if War Bonds were 3d6 take the best 2?
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I like the progressive tech approach - makes sense. I would be in favor of adding 4 more techs so you can just use 6 sided dice and go through 4 progressions. Some ideas for the extra 4 techs would be Heavy tanks, special forces, and a maybe a repair tech which allows you to repair damaged facilities for less IPC’s. I can’t think of a 4th right now.
Not a bad idea, and it would help to use this ladder on line. However, being able to reach tech #12 as early as round 2, or tech #18 in round 3 is way to unbalancing.
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@Cmdr:
Amittedly, I’d seen the coastal guns before, but this is how I saw them (in another game)
Germany could fire coastal batteries at any ONE ship in the English Channel (I guess that would be SZs 109, 110 and 112 based on what sea zones it effected there). � On a roll of 3 or less, the ship was sunk (or damaged in the case of Battleships and presumably Carriers now as well).
If “France” (what was originally Western Europe) was not German at the start of their turn, they could not fire their shot, of course.
Note: What if War Bonds were 3d6 take the best 2?
Yes, but if “Coastal Guns” is a tech that all powers can achieve and benefit from, than your interpretation won’t work as it only applies to Germany and the English Cannel.
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Just a pondering, but, what if there were 6 technology “trees” where the technology got slightly better with each “level”?
For instance, just cause it’s easier for me to think up on the spot:
Improved Factories: (Tree 4)
Level 1- Improved Shipyards - per rules
Level 2 - Improved Facilities - get the extra builds from the technology as it is now
Level 3 - Improved Airfields - Fighters cost 9, Tactical Bombers cost 10, Strategic Bombers cost 12 (no change from normal)
Level 4 - Improved Training - Infantry Cost 3, Mechanized Infantry Cost 3, Artillery Cost 3, Armor Cost 5 (Why mech = regular? Because people will still do regular because of transport rules, others like Germany, Japan, India and Russia (and Italy?) might just go straight mech for blitzkrieg.)
Level 5 - Improved Naval Bases - One Free Submarine or Transport per round, placed at any OWNED naval base.
Level 6 - Improved Air Bases - Fighters/Tactical Bombers move 6, but Strategic Bombers now move 8 (Would be nice for America, Australia, India and Japan at least.)
It’s a thought, I didn’t really look at over all game play effect, I just wanted to demonstrate what it MIGHT look like.
The idea is, Nations would have to select what tree they want to invest in and roll a die for success. I was thinking Level 1 might be automatic, level 2 requires a 5 or less, level 3 requires a 4 or less, level 4 requires a 3 or less, level 5 requires a 2 or less and level 1 requires a 1 to succeed. So technology gets progressivly harder to attain, but each level makes the technology stronger than the previous level.
Granted, this means Germany, Russia, Japan and USA might be the only ones with level 4 or better technologies with America shooting for level 6s, but then, who had the freedom to spend time and money researching? Eh? I was told in my Ukrainian school that the Germans knew the war was over not when they lost battles, but when they shot down American bombers carrying Chocolate Cake for Christmas. That’s when they realized America had the money and power to waste resources on CAKE! Well, same could be here.
Dunno, take it, leave it, improve on it, whatever makes ya all happy.
- Improved Shipyards - per rules
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Thats a whole different tech structure all together, my question is, do you like the tech ladder as is, and would you play it with your table top gaming group?
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Yea it was just a thought. It’s still a ladder, but it’s more like 6 ladders and you choose your nation’s own destiny.
I do like what you have, I was just pondering other things, building off your foundation.
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The thing I like most about your system is that a person could spend as little as $1 on tech. If they spend more their chances are better.
Here is a different idea for the ladder itself. Suppose you had 3 simple charts that people could choose to narrow down what they might get. What I am thinking is separate charts for land, sea and air.
Air technology chart
- Long range aircraft - all planes move 1 extra space
- Jets - fighters hit @4
- Heavy bombers - bombers roll better of 2 dice in attack or SBR
- Paratroopers - 2 infantry from an airbase may join an attack up to 3 spaces away, subject to AA fire.
- Radar - facilities hit @2 during SBR
- Rockets - airbases cause 1d6 damage to an enemy facility up to 4 spaces away
Sea technology chart
- Super subs - subs attack @3
- AA cruisers - 1AA shot per cruiser
- Yamato class battleships - take 3 hits to sink
- Super carriers - can carry 1 fighter and 1 tactical or strategic bomber
- Mega transports - carry 2 infantry plus 1 artillery, mech, tank, or AA
- Shore defenses - naval bases fire @1 at each surface warship during an amphibious landing in an adjacent sea zone.
Land technology chart
- Marines - infantry attack @2 in amphibious landings
- Heavy artillery - support 2 infantry
- Advanced mech - attack @2 and blitz
- Heavy tanks - attack @4
- Advanced AA guns - AA guns fire @2
- Increased factory production - minors produce 4; majors produce 12
Another thing that might be fun would be:
ESPIONAGE
Spend $5 and if you roll a 6 you get to have a tech that is already owned by an enemy power. -
Oh, I like your espionage~!