Two things I don’t like about the OOB Research and Development rules are:
- Too much randomness with success, You could spend 25 and get 5 breakthroughs or spend 100 and get none.
- Too much randomness on developments. You have very little control over what breakthroughs you get. You could be the Soviets and get Improved Shipyards instead of something useful like Radar.
A more realistic approach would be one in which you choose what to research and work toward that goal. In that light, I’ve put together the following proposal.
Step 1: Buy Research Dice
Each research die cost 5 IPCs and is specific to one development. You can buy as many research dice as you like, but only one each turn may be applied to each development.
Step 2: Roll Research Dice
Track the value rolled on each die for each development chosen
Step 3: Mark Progress toward Development
Apply the value rolled to the target for that development. If you meet or exceed the target value, you gain that development. Any excess points are lost.
I’ve put together a list of developments, by nation, including some I feel are better incorporated into the game full-time (i.e., paratroopers) as well as some new ones as ultimately, it’s easier to remove items from this list than add to them.
Key: Development [target number]
GERMANY
Advanced Artillery [10]
Rockets [10]
Paratroopers [5]
Increased Factory Production [15]
War Bonds [20]
Improved Mechanized Infantry [10]
Super Submarine [15]
Jet Fighters [15]
Improved Shipyards [15]
Radar [15]
Long-Range Aircraft [15]
Heavy Bombers [20]
Multi-Use Artillery [10] AAA gain an attack value of 2 and can choose to defend with a value of 2 instead of making AA attacks.
Wolf-Pack [5] Submarines can be combined with other submarines. A matched pair of two submarines increases the attack value of both submarines from 2 to 3.
Condor Spotting [5] Strategic bombers can be combined with submarines. A matched pair of a strategic bomber and a submarine increases the submarine’s attack value from 2 to 3.
Advanced Raiders [10] Battleships and Cruisers roll 2 dice for Convoy Disruption instead of 1.
Tiger Tanks [15] The defense value of your tanks increases to 4.
SOVIET UNION
Advanced Artillery [10]
Rockets [20]
Paratroopers [10]
Increased Factory Production [10]
War Bonds [20]
Improved Mechanized Infantry [15]
Super Submarine [20]
Jet Fighters [20]
Improved Shipyards [20]
Radar [15]
Long-Range Aircraft [15]
Heavy Bombers [20]
Movable Factories [10] During the Noncombat Move, you may move an industrial complex you control to another eligible territory you control within 2 spaces. An industrial complex may not mobilize units on a turn it is moved.
Conscription [5] Infantry can be mobilized in any originally controlled territory. No more can be mobilized in a territory in a turn than the IPC value of the territory.
UNITED STATES
Advanced Artillery [10]
Rockets [20]
Paratroopers [5]
Increased Factory Production [10]
War Bonds [10]
Improved Mechanized Infantry [15]
Super Submarine [15]
Jet Fighters [20]
Improved Shipyards [10]
Radar [10]
Long-Range Aircraft [15]
Heavy Bombers [15]
Marines [5] Infantry performing amphibious assaults in the Pacific map have an attack value of 2 rather than 1. This is not increased when supported by artillery.
Atomic Bomb [30] A successful strategic bombing raid will destroy the industrial complex (remove it from the map) rather than damage it. May only be used once per turn.
JAPAN
Advanced Artillery [15]
Rockets [20]
Paratroopers [5]
Increased Factory Production [15]
War Bonds [15]
Improved Mechanized Infantry [20]
Super Submarine [10]
Jet Fighters [20]
Improved Shipyards [10]
Radar [15]
Long-Range Aircraft [15]
Heavy Bombers [20]
Long Lance Torpedoes [5] Cruisers and battleships can be combined with destroyers. A matched pair of a cruiser or battleship and a destroyer increases the destroyer’s attack value from 2 to 3.
Destroyer Ferries [5] Destroyers can carry 1 infantry unit, similar to a transport.
Pillboxes [10] Infantry on islands have their defense value increased from 2 to 3.
UNITED KINGDOM
Advanced Artillery [10]
Rockets [20]
Paratroopers [5]
Increased Factory Production [15]
War Bonds [15]
Improved Mechanized Infantry [15]
Super Submarine [15]
Jet Fighters [20]
Improved Shipyards [10]
Radar [5]
Long-Range Aircraft [15]
Heavy Bombers [15]
Big Wing [10] Intercepting fighters can initiate a second round of air combat after the bombing has occurred
I wasn’t sure if it was necessary (or prudent) to develop charts for Italy and ANZAC.
Feedback welcomed and I’m especially interested in more flavorful historical development ideas.
Thanks - Andy