The research system in Axis & Allies has always been one of the game’s most divisive and unsatisfactory features. It works like a casino slot machine. Techs are poorly balanced with one another. Many are useful only if you’re playing certain countries, and you have little to no control over which ones you end up with. In short, it’s all luck and no strategy. Many have tried tweaking one or two things to improve it a little; many other players just scrap it and cut research out of their games altogether. I have yet to see anyone try to rebuild the whole system from the ground up, at least not in a way that I found to be much of an improvement. So that is what I am attempting to do here.
BASIC PREMISES
1
You will choose what tech you are attempting to develop, not rolling for it randomly. You may attempt to unlock one technology per turn.
2
Your country will now have a research level, which determines how many dice you get to use on your research each turn. All countries (China excluded) start at level 1.
3
Rolling the dice is a free action at the start of each turn. After selecting which tech you are aiming for, you make one roll, using a number of dice equal to your country’s research levels. If you roll the required number of hits, that technology is unlocked, and takes effect immediately.
4
Rolling a 4, 5, or a 6 all count as a hit now, not just a 6.
5
Techs are now sorted into tiers. In order to unlock a tech, you must roll a number of hits equal to its tier. A tier 1 tech needs only one hit, a tier 2 requires two hits, etc. All hits must be scored during the same roll on the same turn - you do not add up any hits you scored on previous failed attempts. Thus, tier 1 techs are available to any country immediately from the start of the game, but it is impossible to research tier 2 techs or higher without upgrading your research level first.
6
You may upgrade your research level by one slot per turn by spending the required number of IPCs. The cost of raising your research level starts out low, but scales up and becomes more expensive each time. Level 2 costs only 5 IPCs, but level 3 costs 10 IPCs, level 4 costs 15 IPCs, and so on, each level costing 5 IPCs more than the one that came before it.
7
Upgrading your research level takes effect the turn after it is done - if you spend 5 IPCs to move up to level 2 in the first round of the game, you begin rolling with two dice from the second turn onward.
8
Only nations that are at war are allowed to upgrade their research level. The United States and the Soviet Union will still roll for a tier 1 tech each turn while they are at peace, but they may not advance to research level 2 and beyond until they have entered the war.
9
The UK’s European and Pacific halves share the same research level. They make one roll per turn, and may still advance only research level per turn, but they are allowed to split the cost of a research level advancement between their economies however they please (i.e. 3 from Europe and 2 from Pacific to advance to level 2). Any techs unlocked by the British player are unlocked for both Europe and Pacific.
THE MATHEMATICS
The probabilities in the new research system work out very differently from those of the old one. While an element of luck and uncertainty remains, it is much less than that of the original game’s. Your spending will be rewarded much more reliably, and you will even unlock quite a few things if you choose to spend little or even nothing - just not as much as someone who does make a larger investment.
Technology tiers range from 1 to 4. All standard techs are ranked at 1, 2, or 3. The only tier 4 technology is the Atomic Bomb, which I will detail later on. Below I’ve calculated the probabilities of unlocking a tech at each tier depending upon which research level you are at:
TIER 1 TECH
1 Dice: 50%
2 Dice: 75%
3 Dice: 88%
4 Dice: 94%
5 Dice: 97%
6 Dice: 98%
TIER 2 TECH
1 Dice: 0%
2 Dice: 25%
3 Dice: 50%
4 Dice: 69%
5 Dice: 81%
6 Dice: 89%
TIER 3 TECH
1 Dice: 0%
2 Dice: 0%
3 Dice: 13%
4 Dice: 31%
5 Dice: 50%
6 Dice: 66%
TIER 4 TECH
1 Dice: 0%
2 Dice: 0%
3 Dice: 0%
4 Dice: 6%
5 Dice: 19%
6 Dice: 34%
Here is a quick chart of the costs for raising your research level:
Level 1 - Cost: 0 (Cumulative: 0)
Level 2 - Cost: 5 (Cumulative: 5)
Level 3 - Cost: 10 (Cumulative: 15)
Level 4 - Cost: 15 (Cumulative: 30)
Level 5 - Cost: 20 (Cumulative: 50)
Level 6 - Cost: 25 (Cumulative: 75)
I have not put a hard cap on how high you can raise your research level, though level 6 might be a good place for it, since the cost of advancing further than that will definitely outstrip the diminishing returns on your investment.
Over the course of twelve turns, a player who spends nothing at all and remains on level 1 will likely develop around six tier 1 technologies. For a mere 5 IPCs, you can still focus on tier 1 techs and end up with around three more than you would have if you spent nothing - or you can gamble on getting a couple of tier 2s. At that price, level two is a great investment for everybody. The one time payment of half your income for a turn if you’re Italy or Australia may hurt a bit, but you will definitely reap a return on your investment - as opposed to the out of the box model, where buying one research dice probably gets you nothing and is an absolute waste.
At a price of 10 IPCs, level 3 becomes a very hard choice for those minor powers, requiring a full round of their starting income (the UK and the USSR may also be sweating a bit). If you do make that sacrifice, however, you are now favored to unlock a tier 2 tech every other turn, or a tier 1 on almost every turn.
Level 4 at 15 IPCs prices out the minor powers, unless they’re doing particularly well, and will hurt for the all but the richest of countries. At this level, the odds of unlocking a tier 3 tech go up to about 1 in 3.
Level 5 and beyond will likely be unaffordable to all but the US and either Germany or Japan if they are dominating their particular halves of the board. They’re really only a good investment if you are pursuing the Atomic Bomb.
TECHNOLOGIES AND TIERS
One thing is clear from the math: you will unlock a lot more technologies over the course of a game than you would in the standard system. The 12 techs included in the base game are not adequate to support this system - every player would unlock almost all of them during a game of normal length. Therefore, I have greatly expanded the list of technologies available - in my current draft, there are over 40 of them available, which I will detail below.
One of the great virtues of my new system is its modularity. There is no hard upper limit to the number of techs that can be added. Adding more techs does not diminish the availability of the ones that are already there, like it would with the standard system’s random selection. It’s perfectly fine if some techs are more powerful than others - they just need to be placed on the higher tiers instead. If you’d like to add a few more techs of your own to the system, you are free to do so. If you don’t like a few of the techs, you can strike them off the list. If you think a tech is overpowered or underpowered, you can move it up or down a tier without breaking the system.
All of the techs that came in the different main editions of Axis & Allies are integrated into the list. Many of the others are drawn from the options available in the TripleA House Rules scenarios (credit to Bung, Veqryn, and the other creators). And some are originals of my own devising. I have sorted them into tiers based on both historical fact and gameplay balance, trying to put innovations that arrived later in the war into higher tiers, along with those that have more powerful effects on the gameplay. Sometimes, those two prerogatives are at odds with each other, and I welcome feedback and debate from the community over what exactly belongs where.
TIER 1
Airborne Operations
Unlocks the Air Transport unit (A0/D0/M5/C6). The Air Transport may load one infantry class unit (Infantry, Militia, Marine, or Elite) and deliver it into battle. It has no combat value but may be taken as a casualty in battles. Alternatively, for those that don’t want to play with new unit types, this tech could unlock the Paratroopers function that comes with the out of the box game, which allows up to 2 infantry from each of your territories with an air base to be launched up to 3 spaces away to join an attack launched by your other units from adjacent territories. I personally hate this for adding too much complexity and prefer the Air Transport option.
Amphibious Operations
Unlocks the Marine unit (A1/D2/M1/C4). The Marine attacks on a 2 instead of a 1 when it is part of an amphibious assault. Marines load into Transports with the same limitations as standard Infantry; however, you may also load Marines into Cruisers or Battleships at a limit of one per ship. The Marine can be supported with +1 attack by Artillery just like normal Infantry; however, this bonus does not stack with the boost it gets on amphibious assaults; a Marine landing alongside an Artillery still attacks on a 2, not a 3.
Close Air Support
Allows the Tactical Bomber to support one Infantry, Marine, Elite, or Mechanized unit with +1 attack. This bonus may not stack with one provided by an Artillery or Assault Gun, or the one that the Marine receives on an amphibious landing.
Combined Arms Tactics
Allows the Tank to support one Mechanized Infantry with +1 attack. By default, the Tank may pair with a Mechanized and allow it to blitz alongside it, but does not provide an attack boost. This boost does not stack with others provided by artillery units or by a Tactical Bomber with the Close Air Support tech.
Destroyer Bombardment
Allows the Destroyer to fire a bombardment shot when supporting an amphibious landing at its normal attack value of 2. By default, only the Cruiser and Battleship may bombard. This tech also allows the Destroyer to support one Escort with +1 attack (by default, only the Cruiser can do this).
Destroyer Escorts
Unlocks the Escort unit (A0/D1/M1/C5). This ship has the same ASW capability as the Destroyer, allowing it to suppress the special abilities of one enemy Submarine (or two, if Sonar tech is also researched). The Escort has no attack ability on its own, but can be supported to attack at 1 if paired with a Cruiser (or a Destroyer, if you also research Destroyer Bombardment). It has minimal combat capability, and is hampered by its slow speed, but it can be a good alternative for nations on a tight budget.
Destroyer Transports
Allows the Destroyer to load and transport one infantry class unit (Infantry, Marine, Elite, or Militia).
Escort Carriers
Unlocks the Escort Carrier unit (A0/D1/M1/C9). The Escort Carrier may base one Fighter or Tactical Bomber. It also shares the ASW ability of the Destroyer. While similarly priced to the Destroyer, the Escort Carrier has little innate combat ability of its own, and only moves one space per turn instead of two. A more affordable alternative to a full price Aircraft Carrier for fleets on a budget.
Fast Submarines
Allows the Submarine to move at a speed of 2; the default movement value of the Submarine is now reduced to 1. This handicap is somewhat offset by the default speed of the Transport being lowered to 1 as well, and by the new limitations imposed on the Destroyer’s ASW abilities.
Fast Transports
Allows the Transport to move at a speed of 2; the default movement value of the Transport is now reduced to 1.
Fleet Operations
Allows the Battleship to support one Cruiser with +1 attack during combat or bombardment.
Prime Movers
Allows the Mechanized Infantry to support one Artillery or AA Gun with +1 movement speed. While a Mechanized is allowed to blitz when paired with a Tank, an Artillery or AA Gun paired with a Mechanized cannot blitz with it.
Self-Propelled Artillery
Unlocks the Assault Gun unit (A2/D2/M2/C5). This unit, known as the Mobile Artillery in the House Rules edition, may blitz in the same manner as a Tank, and may provide +1 attack support to an Infantry, Marine, or Mechanized unit in the same manner as a regular Artillery. The Assault Gun also defends at a value of 3 when paired with a Tank.
Submarine Wolfpacks
Allows each Submarine to roll two dice when convoy raiding and use whichever value is higher when inflicting IPC losses on the enemy.
Sonar
Allows ASW units (the Destroyer, Escort, and Escort Carrier) to suppress the sneak attack, free passage, and escape abilities of up to two enemy Submarines; the default is reduced to just one. Destroyers in the base game have the ability to suppress an unlimited number of enemy Submarines, which is widely regarded as being a bad design choice. Submarines are much more viable as a result.
Torpedo Bombers
Allows each Tactical Bomber to fire one torpedo shot at enemy ships before naval combat begins. The attack succeeds only on a roll of 1, but any hits landed take effect immediately before the main combat begins, in the same manner as a Submarine’s sneak attack. Only surface vessels may be targeted; enemy Submarines are immune.
TIER 2
Advanced Artillery
Allows each Artillery or Assault Gun to support two Infantry, Marine, or Mechanized units with +1 attack (the default is one).
Anti-Aircraft Radar
Allows the AA Gun and the anti-aircraft defenses of Factories or Bases to shoot down attacking planes on a roll of 2 (the default is just 1). Each AA Gun fires at a maximum of up to two enemy planes.
Armored Flight Decks
Turns the Aircraft Carrier into a two hit point unit (the default is reduced to just 1). Carriers were a one hit unit in early editions of Axis & Allies and a two hit unit in later versions. Implementing this as an upgrade reflects the introduction of designs like the American Essex class or the British armored carriers that proved much harder to sink than those of the early war.
Armored Trains
Unlocks the Armored Train unit (A0/D3/M3/C9). The Armored Train has a movement range of 3, but may only move during the non-combat phase between friendly territories (you must control an enemy territory for at least one turn before you are allowed to move the Armored Train into it, similar to the rules against landing aircraft in territories you’ve just conquered). The Armored Train has 2 hit points and can repair after taking damage if it spends one turn in a territory with a friendly Major or Minor Factory. The Armored Train may load and transport up to two infantry class units (Infantry, Marine, Elite, or Militia) or one infantry class unit and one heavy unit (Mechanized, Artillery, Assault Gun, AA Gun, Tank, or Heavy Tank). Armored Trains cannot be loaded into Transport ships and will thus prove useful only to certain countries (i.e. Germany, the Soviet Union).
Deep Conscription
Unlocks the Militia unit (A0/D1/M1/C2). The Militia fits into Transports at the same rate as the normal Infantry, but cannot receive combat bonuses from Artillery or any other units that support the standard Infantry. Each nation is allowed to field no more than 12 Militia total, to control excessive spamming.
Escort Fighters
Allows Fighter units escorting a strategic bombing raid to shoot down enemy planes on a roll of 2 (the default is just 1).
Flying Boxcars
Allows the Air Transport to carry up to 2 infantry class units (Infantry, Marine, Elite, or Militia) instead of just 1.
Heavy Transports
Allows the naval Transport to carry up to 3 infantry class units (Infantry, Marine, Elite, or Militia) or 2 infantry class units plus 1 heavy unit (Mechanized, Tank, Assault Gun, AA Gun, or Heavy Tank).
Improved Interceptors
Allow Fighter units defending against a strategic bombing raid to hit enemy planes on a roll of 2 (the default is just 1).
Industrial Advancements
Allows the Major Factory to place up to 12 units, and the Minor Factory to place up to 4. Damage to factories is now repaired at half the cost (1 IPC will repair 2 points of damage).
Modern Fortifications
Unlocks the Bunker unit (A0/D3/M0/C5). The Bunker may be placed in any friendly territory with at least one infantry class unit (Infantry, Marine, Elite, Militia) or Mechanized. It has two hit points and may be repaired after battle only if one those previously mentioned units is also present in the same territory. Bunkers may be targeted in strategic bombing raids (including by Tactical Bombers) and are destroyed after receiving a total of 5 damage. Only one Bunker can be built in a particular territory per turn (you are allowed to build others as long as they are in different locations), and the number of Bunkers you may build up in a territory over successive turns is limited to a maximum equal to the territory’s IPC value (i.e. 3 Bunkers in a territory with an IPC value of 3).
Night Fighters
Allows the Tactical Bomber to defend against strategic bombing raids as an interceptor, hitting enemy planes on a roll of 1 (by default, only the Fighter can intercept). Tactical Bombers do not benefit from the Improved Interceptors technology.
Shipborne Radar
Allow the Battleship and the Cruiser to fire an AA shot at enemy planes before combat begins, hitting on a roll of 1. Each ship fires at up to 2 enemy planes. Any aircraft hit are destroyed immediately and do not take part in combat, in the same manner as when they are hit by a land based AA Gun. If the enemy is using Tactical Bombers and has the Torpedo Bombers research, the ships fire their AA rolls first. The surviving Tactical Bombers take their torpedo shots, and then the normal combat begins. Battleships and Cruisers do not benefit from the Anti-Aircraft Radar tech and continue to fire AA shots on a roll of 1.
Shipyard Improvements
Reduces the cost of naval units by 1 for lighter vessels, and 2 for heavier ships. New costs are as follows: Escort 4, Transport 5, Submarine 6, Destroyer 7, Escort Carrier 8, Cruiser 10, Aircraft Carrier 14, and Battleship 16. Shipyard Improvements also reduces the construction time of the Aircraft Carrier and the Battleship to one turn (by default, both ships now take 2 turns to build).
Special Forces
Unlocks the Elite Infantry unit (A2/D2/M1/C5). The Elite receives +1 movement and is allowed to blitz when paired with a Tank. It does not receive any attack bonuses from Artillery units, but if Close Air Support has been researched, it can attack on a 3 when supported by a Tactical Bomber. The Elite loads into Transports at the same rate as standard Infantry, and shares the Marine’s ability to load into Cruisers or Battleships at a rate of one per ship.
War Bonds
Roll one dice when collecting income and gain that number of IPCs as a bonus on top of your country’s normal income.
TIER 3
Dual Purpose Guns
Allows the AA Gun to fire an AT shot before normal combat begins at enemy Tanks or Heavy Tanks. Each AA Gun may fire at up to 2 enemy tank units, with a shot hitting on a roll of 1. Any Tanks that are hit are destroyed immediately and do not take part in the subsequent combat, just like aircraft downed by AA fire (though Heavy Tanks will survive with one hit point). AA Guns may take AT shots only when they are defending against an enemy attack, not when they themselves are part of an attacking force. The AA Gun may only fire against aircraft or against tanks in the same battle; they may not split one shot at a tank and one shot at an aircraft, even if the enemy only has one of each type of unit. The controlling player must choose which type of target their AA Gun will be fire at before rolling the dice. If multiple AA Guns are present, some can be assigned to AA fire and others to AT.
Flying Fortresses
The Strategic Bomber unit become immune to anti-aircraft fire from enemy AA Guns, facilities being targeted in a strategic bombing raid, and Cruisers or Battleships with Shipborne Radar. Strategic Bombers may still by shot down by enemy Fighters on interception missions (or Tactical Bombers with Night Fighter tech).
Heavy Bombers
The Strategic Bomber rolls two dice when attacking or conducting a strategic bombing raid. In normal combat, the Strategic Bomber rolls twice and uses the better of the two as its result - it can still only score one hit, but will only miss now if both of its rolls fail. In a strategic bombing raid, the Strategic Bomber rolls twice and inflicts the sum of both rolls as damage to the enemy facility. Note: the default attack value of the Strategic Bomber in normal combat has been reduced from 4 to 3.
Heavy Tanks
Unlocks the Heavy Tank unit (A4/D4/M1/C9). The Heavy Tank is a two hit point unit. It will repair at the beginning of the controlling player’s next turn after suffering from damage in battle. The Heavy Tank moves only one space per turn and thus lacks the normal Tank’s blitz ability. It does not support Elite Infantry with extra movement or blitzing ability, but it will allow the Assault Gun to defend at +1 value. The Heavy Tank shares the regular Tank’s ability to pair with a Tactical Bomber and allow it to attack at +1 value (4 instead of 3).
Jet Fighters
Allows the Fighter unit to attack with a roll of 4 (the default is 3). When defending a land territory containing a friendly Air Base, Fighter units will defend on a roll of 5 (the default is 4).
Kamikaze Tactics
Unlocks the option to use Japan’s kamikaze tokens (which are now disabled by default). This technology is only available to Japan. The kamikaze function the same as they do in the base game.
Long Range Aircraft
Provides aircraft units with 2 extra movement points. Fighters and Tactical Bombers now have a range of 6, Air Transports have 7, and Strategic Bombers have 8.
Strategic Rockets
Allows each Air Base to launch a rocket at an enemy factory or base located within 4 spaces, which functions as a strategic bombing raid and deals one die roll of damage. Rockets cannot be intercepted and may not be fired through neutral territories.
Super Carriers
The Aircraft Carrier may now base up to 3 Fighters or Tactical Bombers (the default is 2). Escort Carriers are not affected. If the Shipborne Radar technology has been researched, the Aircraft Carrier now receives an AA shot that follows the same rules as the Battleship or the Cruiser.
Super Submarines
Allows the Submarine to hit ships on a roll of 3 (the default is 2). If Submarine Wolfpacks has been researched, its effect is further improved; the Submarine will still roll two dice when convoy raiding, but instead of inflicting damage equal to the higher of the two, it will inflict IPC damage equal to the sum of both rolls.
Total War Economy
The cost of building a Major Factory is reduced from 30 to 20. The cost of building a Minor Factory is reduced from 12 to 10. The cost of upgrading an existing Minor Factory into a Major Factory is reduced from 20 to 12. The cost of building an Air Base or Naval Base is reduced from 15 to 12.
TIER 4
Atomic Bomb
Unlocks the Atomic Bomb unit (A0/D0/M0/C8). The Atomic Bomb has no combat value or movement points in its default state, but may load into a Strategic Bomber and allow it to conduct a nuclear attack. The controlling player may use the Atomic Bomb to conduct either a tactical or a strategic attack. In a tactical attack, the Atomic Bomb targets either all enemy land or all enemy sea units within a single zone (air units are not affected) and rolls one dice against each and every one of them, destroying them with a roll of 4 or less (with the exception of 2 hit points units like the Bunker, Armored Train, Heavy Tank, Battleship, or Aircraft Carrier with Armored Flight Deck, which will only be damaged). If the controlling player is attacking that zone with other units, the Atomic Bomb attack takes place before the main battle begins, and any units destroyed by the Atomic Bomb are removed immediately and do not get to fire in the first round of combat.
If the Atomic Bomb is used in a strategic bombing raid instead, it automatically deals the maximum damage value to all enemy facilities in that zone (i.e. 20 points to a Major Factory, 6 points to a Minor Factory, Air Base, or Naval Base, and 5 points to a Bunker, which will destroy it outright). Note that Bunkers will only be damaged in a tactical nuclear attack but destroyed by a strategic one, making the latter choice preferable in a territory protected by many Bunkers).
The Strategic Bomber delivering the Bomb is fired upon by any enemy AA Guns present during a tactical attack, or by one facility’s anti-aircraft defenses and any intercepting aircraft during a strategic attack. If it is shot down, the Atomic Bomb is destroyed along with it and has no effect on the enemy.
Only one Atomic Bomb may be purchased by the controlling player each turn, but they can have more than one Bomb on the board if they are each produced in subsequent rounds. The Atomic Bomb takes two turns to build. You may purchase your next Atomic Bomb during the turn that your first spends under construction.
Atomic Bombs that are on the ground (including ones that have been loaded into a Strategic Bomber but haven’t been used yet) are vulnerable to attack by other players on their turns. You may use Tactical Bombers or Strategic Bombers to conduct a strategic bombing raid against the Atomic Bomb under modified rules. Each attacking bomber unit rolls a single dice (Heavy Bomber technology is disregarded), with a hit being scored against the Bomb only on a roll of 6. The Atomic Bomb is considered protected by dedicated anti-air units and will take AA shots at each and every attacking bomber unit in the same manner as a factory or base, scoring a hit on a 1 (or 2 with the Anti-Aircraft Radar tech). Fighters (and Tactical Bombers with the Night Fighter tech) are permitted to take part in the air battle under the normal escort and interception rules. Any 6 rolled by an attacking bomber unit destroys the Atomic Bomb immediately.
The Atomic Bomb may also be targeted through a land attack upon the province in which it is based. If targeted in this manner, the Atomic Bomb will not take part in combat - but if the attack succeeds, the Atomic Bomb will be captured. The capturing player can then load the weapon into one of their own Strategic Bombers on their following turn - unless, of course, the original owner manages to counterattack and recapture it before that can happen.
Hopefully, these rules will allow the Atomic Bomb to become an exciting part of the gameplay, rather than just an instant “research this and I win” button. The rules for capturing or destroying them in an air raid should make for some very fun and dramatic battles.