Yes this is yet another thread on R&D. I read many of the other threads but decided not to post in any of those because my ideas for R&D are much different than the others that I read about. I’ve been thinking about this topic ever since I got back into A&A and I’ve finally come up with a method of implementing R&D that I think works very well.
Many of us spend countless hours dreaming up and refining house rules and sharing them in this section of the forum because of our desire to improve the game. The sad fact is that there are a couple of pages in the back of the official rule book that contain many of the types of weapons and technologies that we strive to create but most of us never use them because of the nonsensical method that is used to implement them. So lousy is this method that they are actually considered optional rules when if done properly this would be one of the best and most interesting parts of the game of A&A.
Two of the members on the forum here, Young Grasshopper and Siredblood, have put forth rules regarding R&D that inspired me to create my own rules. YG in his card deck issues an R&D die roll for achieving a victory point. I thought that was such a great idea because it rewards a player for earning the right to possess a weapon/technology. Siredblood created R&D tokens and put forth an idea of sharing tech between allies. I put these 2 ideas together along with Siredblood’s tokens and added my own ideas to create a new method of implementing R&D. Here’s how it works;
You need 3 things to invent a weapon/technology.
1. National Objective Token
2. Research Token
3. 5 IPC
National Objective Token:
The purpose of this facet of development is to signify that a nation has the wherewithal to even attempt to develop a weapon. If a nation isn’t meeting it’s own expectations and holding it’s own in the war then how could it possibly be able to somehow develop a weapon or technology? Rather than make up my own rules on what each nation needs to do to prove their worthiness I thought it would be appropriate to refer to the official rules of A&A to determine this. So when a nation achieves a national objective they will receive a N.O. token along with the extra money that they normally get. Regardless of how many national objectives a nation achieves in a game round they will only receive one token per turn. Also, they cannot hold more than 2 tokens at a time so they will have to wait until they spend one on developing before they can acquire another one.
Research Token:
I place 10 Research Tokens on the map before the game begins. 7 of those tokens are placed in a spot where each of the nations has the inside track to acquire it (France and China are excluded). The remaining 3 tokens are placed in territories where they are up for grabs or at the very least harder to acquire. All of the tokens are up for grabs beginning on turn 1. The tokens are picked up either by infantry, mechanized infantry, elite infantry(if you’re using them), or strategic bomber and delivered to the nation’s capital. The UK must take their token(s) to London. The normal rules of movement by these units must be respected.
5 IPC
Once a nation has the National Objective Token and the Research Token has made it to their capital, on the R&D phase at the beginning of their turn they will spend these along with 5 IPC’s to get a die roll for a weapon/technology. The 5 IPC’s represents the cost of developing and the retooling of factories to produce the weapon/technology.
The nation’s player will roll the die and after that they will choose the chart from which to pick a weapon/technology. This is very important because I just don’t believe that any nation would be foolish enough to invent something that they can’t possibly use. Regardless of what number you roll or what nation rolls that number, there is a weapon that they can use if they are allowed to choose between the 2 charts after their roll.
Sharing weapons/technology:
Nations can share their technological improvements in the same manner that they took their research tokens to their capital. Using Siredblood’s R&D tokens, you transfer by infantry or strategic bomber the token from your capital to your ally’s capital. The token can be intercepted by your enemy at any time so you have to be careful of course. Once the token reaches the other capital the technology still has to be developed in the same manner with a national objective token and 5 IPC’s because all you are transferring is the research to your ally.
Stealing weapons/technology:
When you capture a capital you don’t automatically acquire the technology that nation possesses. You still have to transfer the R&D token back to your own capital and develop the technology in the same manner. If after taking those tokens back to your capital that nation happens to get liberated, then they will still have the weapons that they previously developed (they didn’t forget how to build long range aircraft). The nation that stole the technology will also possess those weapons too.
I have made a video that I will provide a link for. If this interests you and you would like to see where I placed those 10 Research Tokens click on the link and watch the video. It’s really quite simple and I demonstrate how it all works.
https://www.youtube.com/watch?v=fxSi3Ew3olY