Does anyone have house rules where breakthrough achivements “unlock” purchasable units rather than upgrading all units? For example, if you start the game with the standard Fighter units and at some point you unlock Jet Fighters. Now instead of all your Fighters becoming Jets you can purchase both Fighters and Jet Fighters in your next Purchase & Repair Phase. Fighters have the same cost and attributes and Jet Fighters have the boosted attack and escort/intercept values but you pay a premium for the Jets e.g. 15 IPC vs 10 for the standard Fighter. We don’t play this way but in a Reddit thread someone mentioned the old PC game Panzer General and I was thinking of how over time new weapons become available but they don’t replace they older ones; you have a choice of what to purchase.
Best posts made by Rosco
-
[Global 1940] Breakthroughs as Purchasable Units
-
G40 Third Tech Table
I am thinking of adding a third research table to our G40 games. I believe one or more might have been suggested already.
1. Self-Propelled Artillery Artillery can move 2 spaces and can blitz when paired with tanks. Infantry and mechanized infantry paired 1:1 with SPA attack at 2.
2. Super Carrier Aircraft Carriers can transport 3 aircraft (fighters and tactical bombers).
3. High Speed Transport Destroyers can transport 1 or 2 infantry
4. Convoy Escorts Enemy units disrupting convoys ignore roles of 3 or more.
5. Mine Layers Destroyers can lay mines instead of moving, attacking or defending. Anti-Submarine rules are not applicable when laying mines. SZ that is mined do not impact friendly units. Enemy units entering a mined SZ roll 1d for each ship. Each ship that rolls a 6 is hit by a mine. Aircraft on carries that hit a mine can fly to a friendly territory or carrier up to 5 spaces away; if there are no applicable territories or carriers then aircraft are lost. Mined SZ is cleared after enemy contact.
6. Improved Transports Transports can carry 2 infantry plus one additional ground unit