@general-6-stars
So in my game, US unlocked Tier 4 “Paratroopers” which helped to take Japanese Islands. (Japan had a sub and battleship that was threatening and destroying my troop transports so being able to use long ranged aircraft with paratroopers to fly over and drop a troop allowed me to take a few islands easier)
Correct, it will take some time to work your way across to unlock stronger techs.
Its a 16% chance of unlocking Tier 1 (if using 1 Die)
33% chance for most Tier 2 with a few 50% chances
And you are also taking your chances with luck as well as taking away IPCs you can use for units to take a chance to get an upgrade.
Also, if you fail, you still keep those Research tokens so the next turn, you can add to your tokens to greaten you odds
Ultimately, the battle was trying to fit everything onto a single page.
Long Range Aircraft I debated putting in Tier 1. I imagined maybe the crew gutted as much gear from the planes to make them lighter so they would use less gas and fly further. In A&A50, you could also have the potential it seems to unlock it 1st turn so I let it go. But i’ll see where it can move it to a later Tier.
Paratroopers are a specially trained military unit. So putting them after Special forces seemed to make the most sense to me
Scrambled Fighters i dont see as being a technological advancement. its literally allied troops screaming HELP and help coming. Same as Naval Escorts. Also, 3 fighters is the same rule from E40 and P40 and thats standard as long as you leave from an airbase, which 1942 doesnt have.
Special forces, if you have amazing luck, earliest you would unlock this is on your 3rd turn. If you think it is too early, then maybe you can unlock the Tech tree on whatever turn you like. Maybe Open up Research on turn 2 or whatever. Boosting Special Forces with Artillery would make the attack a 3, same as a tank but less mobile. I would need more play testing to see but thats the beauty of strategy games, everyone will play it differently under different circumstances.
Lend Lease is a gamble as it was in real life. The max amount of IPCs worth of troops you could send is 24. Thats 4 tanks… you dont have to send 4 tanks or anything, you can send whatever you are willing to risk. The actual risk of sending equipment on merchant marine ships in WW2 was less than 16% but im only dealing with a D6. If you want more “factual” odds, a D12 would bring you closer to the 8% of ships destroyed in a convoy across the Atlantic. But i enjoy the excitement of risking of losing or the unexpected.
Giving the Axis 2 numbers to counter would make the risk of losing the convoy greater wouldnt it?
Heavy Bombers was also in the original and anniversary game, and yes, total game changer
Dug in defenders was not only for the Japanese (though they wrote the book on how to dig in), it applies to digging into a trench where your odds of living increased greatly from attack. it can be renamed “trench warfare” but its basically the same thing. I just imagine people better prepared to defend.
I have not testing this version yet, and is why I would request help play testing.
I tested an earlier version of this, which had less upgrades and I moved a few units to unlock after getting Advanced Tech.
Other than that, its essentially the same
Nukes didnt change.
you would have to work your way to Tier 4 to unlock nuclear weapons and still have to upgrade your bomber to carry them and fighters to escort it.
I treat the Nuclear bomb like a unit.
you build it at an IC. you can ship it on a troop transport to another area if you want to chance it, it just cant move on its own
only rule is to deploy it, the bomb and the bomber must leave from the same zone.
i was even thinking that any Allied Bomber could do it, same as allied troop transports.
US could build the bomb and UK fly to Washington to pick it up and fly it over for example but i dont think a nation would trust another to deploy a such a weapon in real life.
Thank you for your thoughts!