Tech Priority Preference by Nation


  • Was curious of everyone’s preference for tech priority according to each nation. I understand it may change according to circumstances but there should be a certain few that are mando for some nations at the outset. These are the 1st breakthroughs you would want playing as a particular nation. For the most part, i believe it is best (oddswise) to go for the 7+ tech rolls before moving on to the 8+ ones and then the two 9+ rolls. However there are some exceptions(e.g. i think its worth it as germany to go for adv subs(8+) right away before the other easier (oddswise) 7+ techs/ or for USSR & US, I will go for Heavy Bombers and Rockets at a certain point with the goal of getting their respective tech VPs, even though they are the hardest to breakthrough)

    These are my preferences at the outset:

    1936 Scenario:

    Germany(4 to start):

    Wartime Economy(1st u get tha money, then u get tha power)
    Advanced Mech (early access to mech and armor for german make this mando & the SS unit is arguably one of the best land units for 4 IPP)
    Long Range Air(immediate upgrade/effects, greater threat projection)
    Advanced Subs(great unit for germany)

    After those, these would follow in priority:

    Improved Factories, Improved Construction, Radar (I honestly want these in the opening 4 for Germany as I think tech that takes effect right away & infrastructure tech will pay more dividends and make a bigger difference the earlier you have them, but in Germany’s case the top 4 I listed are just too good/important imo. Radar should be the last priority of these 3)

    After that, these would be next:

    Jets, Advanced Art, Heavy Armor, Heavy BBs, Heavy Bombers (no particular order, depends on the needs of the reich but usually want jets or armor 1st, also not usally inclined to try and breakthrough with bombers as i hate the 9+ roll)

    These 4 should always be last imo barring some unusual necessity for Germany:

    Advanced ASW, Heavy Carrier, Attack Transports(if going for a heavy Leningrad landing or Sea Lion, this should obviously be done sooner), Rockets(wish these were better but as is at 9+, nah dag)

    USSR (3 to start):

    • If molotov is signed I try and keep the free tech roll as long as possible but will typically upgrade the medium in stalkingrad to a major once molotov appears to be coming to an end, I like to have 4 tech rolls going, esp if Germany upgrades east German factory and they’re getting 5 tech rolls per turn

    Advanced Art (katayushkas are sweet, and just a solid unit for soviets to have)
    Improved Factories (allows USSR to get as many units as possible to the desired front, and the ability to rail their own factories makes this a mando for me)
    Wartime Econ. (can’t go wrong w/money)

    After those 3, these are next:

    Advanced Mech (tech that allows better/cheaper land units is even more important for the USSR)
    Heavy Armor (can’t hurt to have as a build option and need it for tech VP)
    Long Range Air (same as h.armor)
    Jets (i typically won’t invest in a soviet air force, esp cuz AAA is a much cheaper alternative, that all changes if I get the jets breakthrough, can be crucial, esp if axis do not have them yet)
    Radar (better scramble options and better interception are solid for defending the motherland)
    Improved Construction (the ability to drop forts in one turn, or any facility in the event of some scorched earth can be crucial, if running with a naval strat, this should be done earlier)

    After these I make a point to go for the two 9+ rolls needed for their tech VP:

    Heavy Bombers
    Rockets

    The rest of these don’t seem as important for USSR and as such I would do last unless necessity requires one to do so:

    Attack Transports, Heavy BB, Advanced Subs, Heavy Carrier, Advanced ASW

    Japan (1? to start):

    -Japan has an uphill battle just to try and keep pace with everyone else when it comes to tech. But I am a firm believer in trying to maximize one’s chance at tech breakthroughs so I like having 3 tech rolls with Japan(2 min, but 3 seems ideal to me) so on 1st turn i upgrade the kyushu medium factory always, and typically even start another major in Honshu. Even with that finished, Japan is still probably behind pretty much everyone else except France, Italy, and Kmt /Ccp.

    Improved Construction(ur buck will go much farther, the earlier you get this, I believe it should be priority #1 for Japan)
    Long Range Air (Crucial for Japan)
    Improved Factories(huge help if trying to hold onto those juicy coastal China tts)
    Wartime Economy(just make sure you are at war with a major power to receive it(that means US, USSR, or Brits)
    Radar (scramble options and better escort roll mody are crucial)

    • All 7+

    These can all come next depending on what is needed:

    Jets, Heavy BBs, Attack Transports, Advanced Subs, Heavy Carrier(I tend to go for BBs 1st as they are 7+ but usually jets or transports are more useful to have earlier as japan)

    I will go for these 4 next:
    Advanced Art, Advanced Mech, Heavy Armor, Advanced ASW(these seem less important to Japan imo, mite be different if you could pump out the land units on the mainland but tech units have to be built at home)

    I always go for the two 9+ tech rolls(heavy bombers and rockets) last with Japan as I believe u must maximize ur tech rolls and go with the ones that are easiest to get at first, and these 2 aren’t particularly good for Japan.

    Italy (1):

    With Italy I will usually resign to having just 1 tech roll.

    Wartime Economy(this seems like the most important imo as an cash is always needed as italy and with a decent roll, they can double their income)

    Improved Construction(this seems ideal for Italy as they will need plenty of ships and save a decent chunk the earlier they are able to breakthrough with this)

    After this it depends on Italian situation

    If needing to be defensive:

    Radar(cover fleets with max ftr scramble)

    If looking to expand the empire:

    Attack Transports(but it is 8+)   or
    Long Range Air

    If looking to assist u-boats in the atlantic:

    Advanced Subs (can move through a British Strait of Gib, and can be very useful for italy, but it is an 8+)

    With 1 tech roll there’s no way you will get past 3 or 4 tech.

    Well that seemed to take longer than I thought it would. I suppose I will do Allies later, but I am curious to see if anyone has any different thoughts on which tech should have priority for playing particular nations, this is just my opinion based off the games I have played. Let me know, thanks.


  • Germany has amazing Heavy Armor. They have Tiger IE’s which give vehicle target selection on 1-3 instead of 1. I think that’s a good tech for Germany.


  • @hbg-gw-enthusiast ah right u are, how could i blank on the tiger.


  • @hbg-gw-enthusiast GW36 Version 2 had the Tiger I E TS: 1-3

    However Version 3: all Hy Armor has TS: 1


  • @panzerfreak Yes, v2 had a separate Tiger, but now all German Heavy Armor is a Tiger with TS @1-3


  • Here is the most recent National Reference Sheet for Germany (Oct 20): https://www.historicalboardgaming.com/assets/images/HBG/GW1936v3/Ref Sheets/Germany v33.pdf

    It lists the Tiger IE on page 3 with a target selection of 1-3.

    Here is the most current errata for v3: https://docs.google.com/document/d/1Dpa_iI2dE3oBodKkLFEFEoaG7YKRCkUTC4cSZnywgn4/edit

    There is nothing about changes to the National Reference Sheet for Germany.

    Is there something posted somewhere about Tiger IE’s being changed to just normal Heavy Armor?


  • @trig said in Tech Priority Preference by Nation:

    @panzerfreak Yes, v2 had a separate Tiger, but now all German Heavy Armor is a Tiger with TS @1-3

    Ok, thanks for backing me up, Trig! I was confused!


  • @hbg-gw-enthusiast
    According to the reference sheet:
    TIGER 1E
    (HEAVY ARMOR)
    8 7 2 8 Blitz, Target selection “1-3”
    (vehicle class)
    I take this to mean that all Heavy Armor Germany builds is the Tiger 1E. Thus all of then have TS 1-3, which is the only difference between a Tiger and normal Heavy Armor.


  • @hbg-gw-enthusiast
    You are welcome. I love the diversity in this game and the depth that gives. It makes it far better than A&A.


  • @hbg-gw-enthusiast said in Tech Priority Preference by Nation:

    Here is the most recent National Reference Sheet for Germany (Oct 20): https://www.historicalboardgaming.com/assets/images/HBG/GW1936v3/Ref Sheets/Germany v33.pdf

    It lists the Tiger IE on page 3 with a target selection of 1-3.

    Here is the most current errata for v3: https://docs.google.com/document/d/1Dpa_iI2dE3oBodKkLFEFEoaG7YKRCkUTC4cSZnywgn4/edit

    There is nothing about changes to the National Reference Sheet for Germany.

    Is there something posted somewhere about Tiger IE’s being changed to just normal Heavy Armor?

    Ya but I house ruled the Tiger can only move 1 and blitz based on breaking down a lot and not so good traction. The Russian KVs and IS-2 had better traction. I do know kvs we’re good in the snow


  • @trig said in Tech Priority Preference by Nation:

    @hbg-gw-enthusiast
    You are welcome. I love the diversity in this game and the depth that gives. It makes it far better than A&A.

    Agreed! It’s so much better than A&A!!!


  • Heavy tanks are not as glorious as you think they are. Because I pointed out that if you begin to $hit out tanks, the best response is tank destroyers. They auto target select vehicles on attack 1-3 meaning you can just target any defensive tank at will. Tank destroyers on defense target select at 1-3 with a defensive roll at 4. So on defense, you may not be able to always select aggressor tanks. Heavy tanks look very appealing because they are over powered in the game compared to real life but the counter is absurdly easy.


  • @caesar-seriona said in Tech Priority Preference by Nation:

    Heavy tanks are not as glorious as you think they are. Because I pointed out that if you begin to $hit out tanks, the best response is tank destroyers. They auto target select vehicles on attack 1-3 meaning you can just target any defensive tank at will. Tank destroyers on defense target select at 1-3 with a defensive roll at 4. So on defense, you may not be able to always select aggressor tanks. Heavy tanks look very appealing because they are over powered in the game compared to real life but the counter is absurdly easy.

    That’s why there should be a cap on buying heavy tanks and can start buying only on later turns in games.


  • @gen-manstein It wouldn’t make a difference because you’re not restricted on tank destroyers. The restriction for heavy’s is that they can only be produced at home territory factories so Germany/USSR are usually the first nations to go for heavy tanks can’t produce them in Poland as example but tank destroyers in comparison is cheaper and no tech restriction. You take the time researching and buying heavy tanks? I respond with much cheaper destroyers who can snipe you right out of the gate.

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    Yes I did research heavy tanks. Yes 99 % are bought only by Germany and Russia in my game. Your tank destroyers are to strong in game. Also HT select is to strong also.


  • Sure tank destroyers are good at destroying tanks, but every IPP being spent on them isnt being spent on Medium Armour or Artillery. Plus on the eastern front, they can’t be everywhere.


  • @insanehoshi Which is why you 1:1 pair tank destroyers per enemy tank. Trust me, do this against players who are tank heavy and you’ll find out how pointless tanks start to become.

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