Hello, I would like to share my group’s house rules for research. We have play-tested and updated them over ~80 games of Axis and Allies Global 1940.
A few disclaimers: English is not our first language, so pardon any spelling or grammar mistakes, hopefully no mistakes affect the legibility of any rule. None of us are professional (nor have participated in tournaments). We would love to hear the opinions of other players of G40. The rules were mostly developed with 3 goals in mind: not being game/balance breaking, encouraging the use of all units and being easy to teach. Finally we would like to thank denbushisan for a previous post that proved crucial to our rule development. (https://www.axisandallies.org/forums/topic/11476/my-take-on-technology-house-rules-for-1940)
We like this “tiered” form of technological research as it seems like a good balance between luck, resources, and time (on which turn) for developing technologies, especially when compared to the out of box rules.
During their purchasing units phase each power can decide to “conduct research”. The player that controls that power must decide which technology will be researched. In exchange for 6 IPC the power will receive anywhere from 3-6 research points to that technology. 3 are automatically received, but the other 3 can be received by rolling a die on a 3 or less (think convoy rules) and receiving the rolled amount. A roll of 4-6 award 0 additional research points.
The 3 paid research points automatically get assigned to the declared technology (if less than 3 points were needed, the remainder is lost); the 3 luck research points must be assigned to the same technology except when some of them would go to waste. In that case they can be assigned to a different technology of the same category. For example, let’s say Japan had previously assigned 3 research points to the stealthy submarines (7pts) technology and on the current turn it decided to conduct research again. 3 additional research points are automatically assigned, bringing it to a total of 6. Now let’s say that they rolled a 3 receiving 3 additional research points, but the technology only needs one more. Now the Japan player must decide between assigning the 3 points to a different technology (foregoing getting the technology this turn) or assigning the points and receiving the technology this turn at the expense of wasting two research points. If the roll had been a 1 that research point must have been assigned to the stealthy submarines technology.
Technologies are unlocked by assigning the number of required research points listed below and they take effect immediately. Research points cannot be transferred between technologies once assigned. Only powers at war can select any category to research. On rounds 1-2 research can only be conducted 1 time, on rounds 3-4 it can be conducted 2 times and so on until rounds 9-10 where it caps at 5 for the rest of the game.
Powers from the same side cannot share technologies. When defending with multinational forces only units from nations that have developed any defensive technologies get the benefits. UK Europe and UK Pacific are the sole exception. As a whole they are still limited by research limits (For example the UK cannot conduct research twice on turn 1 by saying UK Pacific and UK Europe are conducting research independently). The IPCs to conduct research must come from the same treasury. It does not matter if the Pacific or Europe side pays, but all 6 IPC’s required to conduct research must come from the same treasuries. For example, in later turns if the UK conducts research 4 times it is allowed for 3 of those to be paid by UK Europe and 1 by UK Pacific or 2 and 2 (or even 4-0) by either side. The UK side that completed the technology gets it this turn, but the other side does not receive its effects until the next turn (important when deciding who which side will pay). China cannot conduct research and I believe it goes without saying, but holding onto a power’s capital is required to conduct research. The very first time an opponent’s capital is taken the attacker may choose to return 10 IPC to the bank in exchange for any technology the opponent has. The enemy power does not “lose” this technology, it is only the attacker that “gains” it.
The technologies are split into 5 categories. Initial technologies can cost 5 or 6 research points and each higher tier technology requires 2 additional points. Technologies can be researched in any order.
Category
• Technology name (# of research points needed): description
Category Notes
Land Unit Technology
• Assault Rifles (5pts): Infantry and mechanized infantry attack on a roll of 2 or less on the first round of combat.
• Mechanized Convoys (7pts): On a 1 to 1 basis an artillery or infantry can be paired with a mechanized infantry and move two spaces.
• Heavy Tanks (9pts): Tanks defend and attack on a 4 or less on the first round of combat. Requires Mechanized Convoys technology: on a 1 to 1 basis heavy tanks allow a mechanized convoy to blitz (2 units can move along with 1 tank, a mechanized infantry and infantry or artillery)
• Heavy Artillery (11pts): Artillery defend and attack on a 3 or less on the first round of combat and 1 artillery can now support 2 infantry or mechanized infantry.
• Rocket Launchers (13pts): Each AA gun can now launch a single rocket to any enemy facility (major or minor IC, air or naval base) within a range of three territories (or zea sones) dealing 1d6 damage.
Land Unit Technology Notes:
At first, we had rules that would have “permanent” effects in mind, but these were too difficult to balance. We had a huge breakthrough after we realized that the effect could be limited to the first round of combat (thanks to a previous post linked below). The assault rifles can help early game but after researching the heavy artillery technology they become obsolete we have seen that it mostly it benefits the Soviet Union. The mechanized convoys technology is meant to encourage the purchase of mechanized infantry which was rarely purchased before. We find that Germany and Italy usually do well with it. Originally the heavy tanks technology granted a permanent attack and defense of 4, but it was a bit over-powered, in its current form we find it to be slightly less useful than the heavy artillery technology (thus its lower place). Heavy artillery opens a huge world of possibilities. We have seen German, Italian and British “pocket armies” take over Africa. The combination of 2 mechanized infantry, 1 artillery and 1 infantry make an unusually effective pocket army. Think of all the firepower it has on the first round of combat for 15 IPC’s (3 units at 2 or less and 1 unit at 3 or less) and the mobility when encountering friendly territories. The rocket launchers technology originally limited the number of attacks each AA gun could carry and/or how many times a facility could be targeted, but we found that this does not encourage the purchase and use of AA guns enough. It may sound over-powered, but it is not in our experience. We have seen that in games when the Axis are winning “rocket bombing” is very effective to stage a Sea Lion on turn 5-6 and if procured early enough by Germany ant it can hinder turtling efforts by the Soviet Union. In games where the allies are already winning it can be used by the UK to free France and/or speed up the collapse of Germany. We have found that this technology does not “win” games, it merely speeds up the conclusion.
Air Unit Technology
• Airborne Infantry/Air Transports (5pts): A bomber may be used to move up to 2 infantry to an enemy controlled territory. When the bomber is used as an air transport, it does not participate in combat. Both the air transport and its paratroopers are subject to AA fire.
• Targeted Strikes (7pts): Any hit made on a roll of 1 by an attacking tactical bomber that is being supported by a tank or a fighter (essentially under combined arms) is chosen by the attacker. The casualty selected cannot be an air unit.
• Jet Fighters (9pts): Fighters roll two dice and take the best result on the first round of combat. Jet fighter hits on a roll of 1 must be assigned to an air unit, if possible, defender still chooses the casualty.
• Long Range Aircraft (11pts): All aircraft gain +1 range.
• Heavy Bombers (13pts): Strategic bombers roll two dice and select the best result on the first round of combat (they still attack at 4 or less and defend at 1 or less). They now roll 2d6 on bombing raids (and still receive their +2 bonus)
Air Unit Technology Notes:
Airborne infantry makes the perfect initial technology as it allows infantry to be deployed much quicker at a cost of 1 bomber not being able to participate in combat. We added the part that it must be to an enemy controlled territory to stop the USA from shuttling infantry straight to London or to Moscow in two turns. This technology seems the most useful to the USA and Japan; Anzac can do a surprisingly amount of mischief with this technology as well. The targeted strikes might sound overpowered at first, but they are not that common. This technology does not seem to benefit any single power more than others. Jet fighters originally received 2 dice all rounds and 2 dice when escorting uring raids. As previously mentioned, effects that last all rounds can easily snowball into overpowered territory, so it was removed. As for the 2 dice while escorting, these seem to become too effective at taking entire raiding squadrons when combined with radar. Some players in our group argue that both are expensive technologies and if a nation goes out of their way to procure both (radar and jet fighters) they deserve “free skies”. This also doesn’t seem to favor any power over another, maybe Japan slightly. Long range aircraft might seem innocuous at first but it is surprising what a strategic bomber can do with 8 range (with an air base). This technology seems to favor Germany (giving their bombers much more flexibility not having to be tied to one front) and Japan really forces the allies to keep transports guarded at all cost. If the USA takes over some islands in the pacific this technology also helps soften Tokyo for an amphibious assault as now bombers can attack from Midway. Heavy bombers also seems to be one of those technologies that could help Germany and the UK bomb each other, but we have often seen Germany be benefited far more.
Sea Unit Technology
• Battlecruisers (5pts): Cruisers attack at 4 or less when paired with a battleship (and bombards at a 4 when paired with a battleship). When defending cruisers can roll up to 2 dice (1 per aircraft) which “repel” enemy airplane on a 1. Repelled air units do not participate in combat, but are not lost (very similar to submarined when submerged)
• Stealthy Submarines (7pts): Submarines’ surprise attack hits at 3 (2 when defending) or less when no destroyers are present (a single enemy destroyer denies this bonus for all submarines). Destroyers now only cancel submarine abilities on a 1 to 1 basis. For example, if 2 destroyers fight 5 subs, 3 of those submarines keep all their abilities (surprise attack, submerging, treating hostile sea zones as friendly). Stealthy submarines convoy with 3 dice.
• Advanced Sonar (9pts): This technology re-establishes the status quo when fighting units of a power with stealthy submarines. If the enemy power does not posses stealthy submarines, your destroyers can “hunt” submarines, essentially carrying surprise attacks against them (enemy submarine casualties do not fire back).
• Heavy Battleships (11pts): Battleships attack and defend at a 5 or less on the first round of combat and take 3 hits to sink. When having received 2 damages heavy battleships attack and defend at a 2 or less and have a range of 1. Heavy battleships cannot cross the Panama Canal.
• Super Carriers (13pts): Carriers can carry up to 3 fighters and or tactical bombers. They can still launch/recover 1 fighter or tactical bomber when damaged.
Sea Unit Technology Notes:
Be honest, cruisers are underpowered, so the only way to convince people to buy them is by giving them a cheap and relatively powerful boost. This technology made cruisers go from almost never bought to now being always being bought by powers that still have battleships. Our original version of this technology was called “Cruiser Escorts” making cruisers the “fighters of the seas” as they would defend on a 4 or less, but still attack on a 3 or less. Moreover, they could use two AA dice, on a 1 they would destroy an enemy plane and on 2 two it would be repelled. This version was quickly removed as it was unusually effective for ANZAC to exclusively build cruisers and keep Japan at bay. The 4 games played with this version of the technology were won by the allies (not single-handedly due to this technology, but it certainly helped). In its current form Battlecruisers surprisingly helps Italy the most. If they survive Taranto, and build more cruisers on turn 2, it ensures they take and keep control of the mediterranean for a couple turns. Although mechanized convoys seems like the better first technology for Italy. Stealthy submarines is a game changer for Germany. If acquired early enough it forces the UK and USA to research sonar and if they fail to do so the Atlantic and Mediterranean can be cleaned in 2-3 turns from ally warships. Sonar seems to favor the USA as it stops Japan and Germany from using submarines effectively. It has a major drawback (according to us) as we have seen the USA in a fair number of games obtaining this technology and spamming destroyers. Heavy battleships is a “weak technology” it made battleships go from “never bought” to “sometimes bought”. Although researching battlecruisers and heavy battleships is a decent strategy, it only pays off in long games (12+ turns). Most players skip it ang go straight to Supercarriers, no explanation is needed for this decision.
Economic/Industrial Technology (The only category powers not at war can research)
• Mass Production (6pts): For every two land units (except infantry) purchased receive a 1 IPC discount.
• Improved Shipyards (8pts): Can purchase sea units with reduced costs:
Battleship – 17
Aircraft carrier – 14
Cruiser – 10
Destroyer – 7
Transport – 6
Submarine – 5
• War Bonds (10pts): During the collect income phase collect 1d6 extra IPC (If war bonds is researched when not at war, it has no effect. It immediately activates once that power is at war)
• Improved Aircraft Assembly (12pts): Can purchase air units with the following costs:
Strategic bomber – 11
Tactical bomber – 10
Fighter – 9
• Increased Factory Production (14pts): IC produce at a +3, so minor IC’s can build 6 units per turn and major IC’s 13. The +3 is applied after any damage. For example, a minor IC with 4 damage can still produce 2 units. Minor and major IC’s can only still be damaged to a maximum of 6 and 20 respectively. When repairing bombing raid damage divide the cost by two and round up. Minor IC’s now cost 11 IPC, major IC’s now cost 28 IPC and upgrading a minor IC now costs 18 IPC.
Economic/Industrial Technology Notes:
Mass production is a must for Italy and the Soviet Union, it is a nice boost for Germany, but not strictly necessary. Originally it discounted every unit but the first one bought but it made the terrifying spam of Soviet mechanized infantry and artillery possible, so it was changed to a discount for every two units. Not much to add to shipyards, it is fairly cheap and would say is the 1 must for Japan. War bonds helps everyone and we have found that it is a useful strategy for any power (especially if developed by conducting research twice at a cost of 12 IPC) as long as it is researched early in the game. We found that the last two technologies seem to disproportionately favor the USA as they are rather expensive and is something the USA can research when not at war. Yes, the USA’s income is not as large when not at war, but foregoing 12-18 IPCs (a couple transports or 3-4 land units) seems worth it when it saves IPCs in the long run and allows the USA to send strategic bombers to England or the Pacific for cheap (with Improved aircraft assembly) and it allows the USA to more readily set up shop on Norway and/or the Philippines. We have found that this to be a “lucky accident” as it is very thematically relevant to the USA, but it was not done on purpose. If it can be afforded increased factory production should be purchased by any power.
Strategic Technology
• Fortified Harbors (6pts): Naval bases are protected by sea mines, whenever any enemy sea units stop at a sea zone adjacent to any of your naval bases roll 1 die (per adjacent naval base), on a roll of 1 they hit a mine and must lose 1 sea units (only heavy battleships can survive a mine hit, and receive two damage). Harbors also block up to 3 offshore bombardments. These effects are not applicable when the naval base is disabled.
• Propaganda (8pts): Once per turn at the beginning of the combat phase declare a target territory of a propaganda campaign. When targeting a neutral territory on a roll of 1 the neutral becomes a friendly neutral. When targeting an enemy territory, not originally controlled by your power (cannot be an enemy territory with an IC) on a roll of 1 an enemy infantry defects to your side (replace an enemy infantry with one of your own, this triggers combat, if no enemy infantry is present gain 3 IPC). When targeting an enemy territory originally controlled by your power (can contain an IC) the roll succeeds on a 2 or less.
• Radar (10pts): When defending in a territory with one of your air bases, fighter intercept at 3 or less, the built in AA guns of facilities hit on a 2 or less and AA guns hit on a 2 or less. These effects are not applicable when the air base is disabled.
• Code Breakers/Spies (12pts): When defending after one round of combat the defender may retreat all their units to an adjacent friendly territory (or adjacent friendly sea zone in the case of naval combat). Whenever an enemy power conducts research add 1 research point to the same technology. If it is a technology, you already have add it to a technology of your choice of the same category.
• Nuclear Bombs (14pts & 7pts): Upon initial research place a nuclear bomb and one mechanized infantry at your capital during the mobilize new units phase (counts as -2 when it comes to the production limit of that IC that turn). Nuclear bombs can only be carried by a mechanized infantry, transport or strategic bomber of the power that created the bomb. A unit transporting a nuclear bomb cannot participate in combat nor be part of a mechanized convoy, carry other cargo nor paratroopers. If the carrier of the bomb is the last unit remaining in a territory under enemy attack, the bomb is destroyed and the attacking power receives 3 research points towards their own nuclear bomb. When loaded/offloaded onto a transport it must be done on a sea zone adjacent to friendly naval base, similarly when loaded/offloaded onto a strategic bomber it must be done in a territory with a friendly air base; moreover, bombers transporting the bomb must land and take-off from a territory with a friendly air base. When transported by air the strategic bomber has a range of -1, heavy bombers are not subject to range decrease. A nuclear attack can only be performed by a strategic bomber. Bombers performing a nuclear attack cannot be shot down and must be the only unit attacking. Multiple nuclear attacks can be carried out in one turn if multiple bombs are owned. There are two types of nuclear attacks strategic and tactical.
Strategic attacks: must be directed at hostile territory with a minor or major IC. If attacking a major IC it gets downgraded to a fully damaged minor IC. If attacking a minor IC it gets removed from the game. Moreover, the territory loses 2 IPC of value (1 IPC is recovered at the end of the turn of the power that performed the nuclear attack until the territory returns to it original value). The territory is irradiated for two turns, units in an irradiated territory all defend with a -1 modifier (units that already defend at a 1, still do so).
Tactical attacks: must be directed at a hostile air base or naval base. Whichever facility is targeted is removed from the game. The territory is irradiated for 1 turn (it does not lose any IPC in value). Finally, a 1d6 is rolled to determine the number of unit casualties.
Nuclear bombs cannot be “purchased” and must be researched. Subsequent bombs/mechanized infantry pairs are researched at a cost of 7 research points each and can be placed on any major IC.
Strategic Technology Notes:
Fortified harbors is a rule we do not really care about, but it was kept to make sure every facility has technology improving it. We have not had a single game where an important victory, defeat was decided by one side having a fortified harbor or not. We have tried having 3 mines per harbor or completely blocking off all bombardments (making the mine field count as naval combat), but it makes it overpowered being an initial technology. It tends to benefit the axis and its something they should all consider picking up if given the chance. Propaganda tends to benefit the USA, it is a relatively expensive technology and sometimes it is not until turn 5 when the first neutral is converted. Very useful for Japan to take the money islands with a lucky roll, but an expensive gamble. Radar is a must to stop bombing raids in their tracks almost all powers benefit from it except for Japan, USA and ANZAC. If there is a technology that is “broken” it is Code breakers/spies. It seems whenever Germany and Japan were able to procure it by turn 4 the axis win the game as it helps them “steal” technology from all the allies and by retreating they can set up some nasty ambushes. The nuclear bomb is fairly balanced as we found out that having the USA go straight for it once it enters the war rarely works out as Japan usually takes Guam and Midway denying the USA any air bases in range, so the bomb ends up going to Germany, but Germany usually bombs the living daylights of the London air base preventing the USA from launching it as they go before the UK. It seems that the purpose of the bomb is to instill fear in the enemy and make them waste resources denyng you a platform from which to launch it. In our games only Germany, Japan, USA and UK have been able to research and use the bomb. Russia and Italy were able to research it, but these were games that had already been won by their side. There was a different version of the rule where using a nuclear bomb would make all the neutrals of the continent turn unfriendly, but these seems like too extreme of a penalty as the rule is already well balanced. There was also a third type of nuclear attack proposed. A military attack would not target any facility instead 2d6 +3 would be rolled to determine the number of enemy casualties (the attack could destroy 5-15 enemy units), and also irradiate the territory for two turns (no decrease in IPCs), but it was rarely used, so it was removed.