These are the tech’s my group plays with:
First, roll 1D6 to determine Research Path…
- Shipping
- Barrage
- Flight
- Industry
- Figher Tech
- Rockets & Conscription
Next, roll 1D6 and if it’s odd – use a; if even – use b…
1a) Super Transports
1b) Super Submarines
2a) Super AA guns
2b) Heavy Artillery
3a) Long Range Aircraft
3b) Heavy Bombers
4a) Industrial Technology
4b) Industrial Growth
5a) Jet Power
5b) Folding Wings
6a) Rockets
6b) Expanded Conscription
Now what these new tech’s are:
Super transports - Each of your Transports may now carry up to 3 infantry or 1 armor and 1 infantry
Super submarines - Same as old rules
Super AA guns - Each of your AA guns rolls 2 dice instead of 1
Heavy Artillery - Your Artillery units now receive 2 dice when attacking or defending, and 2 dice when shelling
Long Range Aircraft - Same as old rules
Heavy Bombers - Each attacking Bomber rolls 2 dice (not 3) instead of 1
Industrial Technology - Every unit’s production cost is reduced by 1 IPC
Industrial Growth - The quantity and type of units that any of your new factories can produce is unrestricted
Jet Power - Same as old rules
Folding Wings - Up to 3 of your Fighter units may land on your Aircraft Carriers
Rockets - Same as old rules
Expanded Conscription - Receive 2 infantry units during the “Place New Units” phase on each of your turns