@pacifiersboard said in WW2 Path to Victory - Feedback Thread:
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My main idea is the first part of the following sequence (without claiming any detail):
- A nation can pay 2 PU and gets one technology offered by rolling a die.
- Then it can either pass or pay 7 PU for assigning its development department i.e. rolling a die again in order to determine if research will be successful.
- Given that it has been, the technology comes into effect at end of round.
- In case of failure die is rerolled next rounds for only 1 PU - with the option to buy non-recycling further dice for 5 PU each.
- Maybe it shall be even possible to start one additional research for another tech.
Any technology already developped by any ally is available without Step 1.
Any technology already developped by any nation is available without rolling a die in Step 1.
Suggested technologies:
(i) Rockets (default)
(ii) Advanced Artillery (default) + Improved Mech (CanBlitz)
(iii) Heavy Bombers (default) + Long-Range Aircraft (operative air bases give 1 additional point of movement range also for landing there)
(iv) Radar (coming into effect immediately)
(v) Paratroopers
1 Infantry unit in each territory with an operative air base can be moved to an enemy-controlled territory 3 or fewer spaces away.
The number of paratroopers together with other land units attacking from adjacent territories and/or by amphibious assault must be higher than the PU value of the attacked territory!
When moving, paratroopers must obey the same restrictions that air units do. If the territory being attacked has AAA (antiaircraft artillery) units OR FACILITIES, the paratrooper infantry units are subject to antiaircraft fire in the same way as air units. If attacking along with land units from adjacent territories, paratroopers may retreat as normal.
(vi) Fortified coastlines
Operative (?) naval bases defend with 1 destroyer or 1 sub against amphibious assaults without preceding sea combat or otherwise with 1 infantry unit.
I wanna update my thoughts on available technologies:
(i) Rockets
During the Strategic and Tactical Bombing Raids step of your Conduct Combat phase each turn, you can pay 1PU (3PU for double damage) to make a single rocket attack against an enemy industrial complex, air base, or naval base within 3 spaces of a territory you control. This attack does one die roll of damage to that facility. Rockets may not be fired over neutral territories.
(ii) Advanced Artillery (supporting one additional infantry unit)
& Improved Mech (can carry one infantry unit during non-combat movement)
(iii) Heavy Bombers (default) + Long-Range Aircraft (operative air bases give 1 additional point of movement range also for landing there)
(iv) Radar (coming into effect immediately)
& Increased Factory Production (default)
(v) Paratroopers
1 Infantry unit in each territory with an operative air base can be moved to an enemy-controlled territory 3 or fewer spaces away. The number of paratroopers together with other land units attacking from adjacent territories and/or by amphibious assault must be higher than the PU value of the attacked territory!
When moving, paratroopers must obey the same restrictions that air units do. If the territory being attacked has AAA (antiaircraft artillery) units OR FACILITIES, the paratrooper infantry units are subject to antiaircraft fire in the same way as air units. If attacking along with land units from adjacent territories, paratroopers may retreat as normal.
(vi) Improved Shipyards (where you got both a factory and harbor)
& Fortified coastlines
Operative (?) naval bases defend with 1 destroyer or 1 sub against amphibious assaults without preceding sea combat or otherwise with 1 infantry unit.