@Uncle_Joe:
So, is it intended that ICs can be hit by multiple Rockets each turn as in original AAR? If so, are there any safeguards that I’m overlooking on this to prevent it from being as badly unbalanced as it was in AAR?
I’m not so sure - if Germany has money to throw on research and AA guns, chances are they are already on track to winning the game…?
We run a house rule where there are three levels of tech for rockets.
Stage 1 is as current rules.
Stage 2 is rockets roll two dice
Stage 3 is rockets have three dice (this represents that long range one they were working on to hit new york)
We basically came up with lots of cool techs to try and get them to waste money on techs as Hilter did - or at least give the Germans this big temptation of war winning wonder weapons.
We also use a rule that tech tokens are 5 IPC - but you only keep those that you roll a ‘5’ for, all those that roll 1,2 or 3 are discaded - if you happen to roll two sixes, you keep one token and then roll for it again next turn.
So it brings back some of the possibility to waste your money on tech, but also I liked the tech carry over function.