• But Lynxes, is it plausalbe that Improved production and IC repair could be combined into one tec or would that be to powerfull.

    I dont find any of those two extremly usefull. The beneifts of those two techs are very restricted to the situation you are in, and for many situations both of them would be extremly useless.


  • @timerover51:

    Hmmm, my preferences for these would be War Bonds, Heavy Bombers, and Shipyards.

    War Bonds increases your IPC output.  Heavy Bombers allow you to reduce the enemies production, and Shipyards make your use of IPC more efficient.

    That would be brutal  :-o

    I’m not sure how I feel about the randomness of tech in this game, however.  It is certainly the best tech system given to us from Larry so far, however, by a landslide.


  • Your buying researchers. Once you have them they will continue to roll every turn 1 die per turn hitting at 6 and they roll EVERY TURN until they get the tech.

    The More researchers you got your chances improve. If you get a tech all your researchers are expended and you have to buy more. I think you can designate then into Land, Sea and Air categories and only lose the researchers from that specific category but i need clarification.

    The way the new research system works is this: you buy research tokens. For each token you have, you get to roll one die. On a six, you get a research breakthrough. If your die roll misses, you roll again the next round. And the next, and the next, until you finally get a research breakthrough. Once you finally do, all your research tokens go away, and you get a new technology in their place. To determine which technology you get, you choose from one of two charts. (There are six items per chart.) After choosing an item, you roll a die. Whatever number comes up on the die is the technology you get.

    Even if you buy just one research token, you guarantee yourself a tech sooner or later. But purchasing additional tokens before you get your advance will probably get you it faster. Examples of techs include radar (AA guns fire on a 2), heavy bombers (your bombers get two dice for strategic bombing raids and attacks), shipyards (your naval units cost less), mechanized infantry (each of your tanks can carry one infantry two spaces), improved artillery support (each artillery supports two infantry in any given attack), war bonds (each round, you roll a die, and receive that die roll in extra cash), increased production (each factory can produce two additional units), etc.

  • Official Q&A

    @Imperious:

    I think you can designate then into Land, Sea and Air categories and only lose the researchers from that specific category but i need clarification.

    Nope, all your researchers are in one “basket”.  You choose the chart after you get a success.

  • '18 '17 '16 '11 Moderator

    I’d have to say, without playing the game mind you, that it appears, to me, that the following would be the best techs to aim for:

    Land:

    • Radar (highly effective NA in AAR-Enhanced, can only assume it is as well in AA50)
    • War Bonds (Mmmm, show me the money, daddy!)
    • Impreoved Production (What Japanese player wouldn’t want to be able to produce 5 units in FIC and 5 units in India?)

    Navy:

    • Shipyards (for sure!  Save that cash!)
    • Jets (if they also intercept SBR like they do in Enhanced)
    • Heavy Bombers

    Though, I wish they would have taken a few more of the enhanced features for these techs.  Bomber Escorts to negate AA Fire with LRA would really be a boon to the game as a whole.

    Perhaps to reduce it to six techs they should drop IC Repair, Improved Artillery, Rockets, Super Submarines and Long Range Air (Give LRA abilities to fighters only and add it to Jets.)

    That way you are back to 6 techs, not 12?

    But that’s just my thoughts on it.


  • @Rakeman:

    @timerover51:

    Hmmm, my preferences for these would be War Bonds, Heavy Bombers, and Shipyards.

    War Bonds increases your IPC output.  Heavy Bombers allow you to reduce the enemies production, and Shipyards make your use of IPC more efficient.

    That would be brutal  :-o

    I’m not sure how I feel about the randomness of tech in this game, however.  It is certainly the best tech system given to us from Larry so far, however, by a landslide.

    Larry wanted random tech. Thats why its back.

    Whether thats a good idea or not is another matter. But it is what it is.


  • Can anyone confirm or deny that CAP or bomber escorts are in the game? I’d rather not see either.

  • Official Q&A

    @Flying:

    Can anyone confirm or deny that CAP or bomber escorts are in the game? I’d rather not see either.

    Then you’ll be pleased.


  • /Krieghund

    Thanks for the correction, I edited my post. Are the tech specifications correct? I’m especially uncertain about HBMBs, at Smorey Swamp they wrote two dice in both attack and SBR but at BGG Ryan Hanson wrote that it’s only two dice in SBR!

    That you choose chart when you succeed gives you some flexibility, but I guess Germany and Soviet Union will choose the Land/Production chart almost always. Japan would be the power that can make a choice, as “Improved production”, “Mechanized infantry” are techs that could bring the Tank factories in Manchuria and Kwangtung back from the dead and be as powerful as they were in AAR. Most of the time though, I think US, UK and Japan will pick Air/Naval chart. I don’t see how Italy can afford techs.

  • Official Q&A

    @Lynxes:

    Thanks for the correction, I edited my post. Are the tech specifications correct? I’m especially uncertain about HBMBs, at Smorey Swamp they wrote two dice in both attack and SBR but at BGG Ryan Hanson wrote that it’s only two dice in SBR!

    Some of them are correct, and some of them aren’t.  I’ll give out more info a little at a time.  Half the fun is speculation (at least for some folks), and I don’t want to ruin anyone’s fun.  (I’m sure I’ll get some negative karma from some of the other folks for this, but apparently that’s the price of being me.)

    Heavy bombers get two dice in both SBR and combat, but only when attacking.


  • So, Krieghund, you’re teasing us…  :wink:

    I think there’s something fishy going on with the HBMB tech. On land, “Radar” is a partial counter, as you can see:

    BMB vs. AA
    4 - 1/6X 4 = 3.33 effective attack

    HBMB vs. AA
    8 - 1/6X 8 = 6.66

    HBMB vs. radar-AA
    8 - 1/3X 8 = 5.33

    But at sea, HBMB on their own would totally unbalance the whole tactical situation. If this has been countered in techs, you could have either of these;

    “Supercarriers - carriers may now carry AA-guns”

    “Jet fighters - when defending, fighters roll two dice”

  • Official Q&A

    @Lynxes:

    So, Krieghund, you’re teasing us…  :wink:

    In a good way, I hope.

    Heavy Bombers have always been a “jackpot” tech (except in LHTR).  At least now they’re back to be acquired randomly.  Getting them specifically in Revised really was a game breaker.

    Two dice in defense for Jet Power?  That’s too much.


  • Well, if Jet fighters still defend on a ‘5’, I guess a gang of those could be a counter to HBMB, but again only partially.

    4 jet fighters= cost 40 IPCs, defence 20.
    3 HBMBs=cost 39 IPCs, attack 24.

    And you still have to buy carriers for those jets! I would have been more happy with HBMBs attacking at 5 and doing two dice of SBR damage.


  • Heavy bombers is not that unballanced in land fights even without AA-gun.
    If you record punch/cost the Heavy bomber (assuming the bomber costs 12 points) 8/12=2/3, which compared to the artellery (1/2 or 3/4 if you count support) and tanks is not that insane.

    But in sea battles, HB is realy powerfull.

    What I think is strange is the repair IC technology. For Japan, Italy and US its definitivly totaly useless as the most probably will never ever get bombed at all, and it is probably useless for UK/russia too as I dont see Germany wanting to build Bombers instead of cheap land-based units. Its only germany which can ‘benefit’ from this technology and that only
    if UK/US bombs them.

    So my geuss is that this is one of the ‘wrong’ technologies.

    The improved production might be realy fun in special situations. For Japan it is definitly nice. For US & Italy it is probably totaly waste. For UK it might be nice, but only if you at the time you get it have build a few extra factories. For Russia it might be neat to be able to crank out land-units closer to the front. Likewise it might be nice for the german player, but only if he is capable of holding one of the factories in Russia.

    So in genall Improved production is useless for 2 countries, might be handy for 3 and wonderfull for japan.

    Radar is likewise neat for Germany (killing fighters and bombers when the allies invades france…) but useless in extremly many situations.


  • For this reason we use LHTR!

  • '18 '17 '16 '11 Moderator

    I don’t really see two dice as too powerful.  AARe restored them to two dice after LHTR nerfed them.

    Remember, they still defend with one die at one and they cannot be put on carriers.  So not only do you need to find the technology but also be able to afford the bombers and be in a strong enough position that you do not have to worry about being beaten back after you buy a bunch of bombers.


  • Bombers cost 13 BTW.

    If they are too powerful you just increase the cost to buy a researcher to roll for them.

    the idea that all techs ‘cost’ the same amount to develop is not correct. some should be more strong than others, so even by using the balance reasoning over historical, you may want to make a few changes to account for differences in tech strengths


  • Come on. Heavy bombers are not that insanly powerfull. If you realy want to nerf Heavy bombers, change it so that heavy bombers only uses 2 dices in land attacks ONLY!

    In land combat, having 1 artellery and 3 infanteri is by far a stronger army than 1 heavy bomber, both on ofensive and defensive. The bomber gives you flexibility, and it can retreat from combat into a safe potition. With the heavy artellery, the combination 1 artellery and 3 infanteri gives you marginaly less punch, but you can soak up a lot of more cassulties. And even if you concider 2 artellery and 6 infanteri versus 1 artellery, 3 infanteri and 1 HB, the first will be a better attack! Not to speak of AA and possible radars… On land Heavy bombers is not even close to insane. Good, yes but not insanly good.

    Besides, you cannot GET heavy bombers. You get a random technology! And if you invest 5pt,  you will in average get a technology in 6 turns. So it takes a long time, and you got to be lucky.


  • Well, it’s there if we like it or not. I think this will influence strategy a lot. US can spend 10 IPCs per turn on tech and get a tech every second turn. This way they will get HBMB in the majority of games.

    Maybe Germany and Japan will be more or less forced to do research to counter this risk. Germany to go for Radar and IC repair and Japan for Jets or HBMBs. Germany and Japan gets a lot of IPCs from national objectives, but they might be forced to put this into research if they will be able to stand up to the US in the later turns of the game!

  • Official Q&A

    Craig’s right.  The real power of Heavy Bombers is felt in SBRs.  It’s just too easy in OOB Revised for the US to get them, then use them to pound Germany into the ground.  However, since techs are going back to random acquirement in Anniversary, and there are other techs that can counter their SBR power, it shouldn’t be as much of a problem there.

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