• We have used this tech system the last time we played and i had no complaining about randomness and bad die rolls. Everyone got what they wanted and even forced some to upgrade in certain areas so they weren’t undermanned in certain situations. The rules are listed at the bottom of this page.

    Technology Tree

    Advanced Technique’s

    1. MARINES
      Lv 1- Shock and Awe- 3 IPC’s -Marines can now retreat back to their respected landingcraft.
      Lv 2- Marine Combat Training- 5 IPC’s -Marines leaving landingcraft during an amphibious assault now attack at a 2 without artillery, a 3 with artillery.
      Lv 3- Advanced Combat Training- 8 IPC’s -Marines leaving landingcraft during an amphibious assault now attack at a 3, not stackable with the artillery bonus.
    2. Paratroopers
      Lv 1- Surprise Assault- 3 IPC’s -Paratroopers attacking out of bombers now attack at a 2, not stackable with artillery bonus.
      Lv 2- Supressive Fire- 4 IPC’s -While Paratroopers are active in a battle enemy artillery defend at a -1.
      Lv 3- Sabotage- 8 IPC’s -While Paratroopers are active in a battle enemy tanks defend at a -1.
    3. Advanced Artillery Units
      Lv 1- Salvo- 3 IPC’s -Artillery active in a battle now have the ability to assist 2 infantry at once.
      Lv 2- Advanced Defencive positions- 6 IPC’s -Artillery active in a defencive battle now defend on a 3.
      Lv 3- Advanced Artillery Training- 6 IPC’s -Artillery active in battle now have the ability to assist 3 infantry at once.
    4. Advanced Mechanized Units
      Lv 1- All or Nothing- 4 IPC’s -Mechanized units attacking along with tanks can now carry along 1 infantry unit as well.
      Lv 2- Improved Weapons- 4 IPC’s -Mechanized units attacking along with tanks now attack at a 2.
      Lv 3- Improved Armor- 6 IPC’s -Mechanized units under attack now defend at a 3.
    5. Recruit
      Lv 1- Local Recruitment- 3 IPC’s -Each turn place 1 infantry in your nations capitol.
      Lv 2- Expanded Recruitment- 6 IPC’s -Each turn place 1 infantry in every original victory city you still own.
      Lv 3- Auxillery Forces- 6 IPC’s -Each turn place 1 infantry in every captured victory city.
    6. Armor
      Lv 1- All or Nothing- 5 IPC’s -Tanks can now carry 1 infantry with them on a blitz.
      Lv 2- Long Range Cannon- 7 IPC’s -Tanks being attacked by land units now get a preemptive attack against them.( Only usable against land units )
      Lv 3- Iron Wall- 10 IPC’s -All tanks being attacked now defend on a 4

    Advanced Aircraft

    1. Cargo Craft
      Lv 1- Pressure Stabilizer- 3 IPC’s -Bombers can carry 2 paratroopers to the front line. (Bombers can not attack.)
      Lv 2- Oxygen Stabilizer- 5 IPC’s =Bombers can carry 3 paratroopers to the front line. (Bombers can not attack.)
      Lv 3- Hull expansion- 8 IPC’s -Bombers can carry 4 paratroopers to or beyond the front line. (Bombers can not attack.)
    2. Advanced Fighters
      Lv 1- Improved Motors- 5 IPC’s -Fighters add a +1 to movement.
      Lv 2- Improved Weapons- 7 IPC’s -Fighters active as escorts or interceptors on bombing runs add a +1 to attack.
      Lv 3- Improved Hull- 12 IPC’s -Fighters active in a battle now defend at a +1.
    3. Dive Bombers
      Lv 1- Improved Motors- 5 IPC’s -Tactical bombers add a +1 to movement.
      Lv 2- Armor Percing Round- 7 IPC’s -Preemptive Strike vs tanks when not accumpanied by AA guns.
      Lv 3- Torpedos- 14 IPC’s -Preemptive strike vs all ships without AA capability. (Destroyers need be present for attacks on subs.)
    4. Advanced Bombers
      Lv 1- Improved Motors- 5 IPC’s -Bombers and a +1 to movement.
      Lv 2- Heavy Payload- 7 IPC’s -Bombers now roll 2D6 for accumulated damage to enemy structures.
      Lv 3- Gunny Training- 8 IPC’s -Bombers get a +2 to attack when going against interceptors during bombing runs.

    Advanced Naval Units

    1. Advanced Battleships
      Lv1- Improved Turbines- 7 IPC’s -Add a +1 to movement.
      Lv 2- Advanced AA Ordanence- 7 IPC’s -Preemptive Strike vs incoming aircraft at a 1 on a 1D6.
      Lv 3- Broadside- 12 IPC’s -Battleships active in a sea battle or amphibious assault now get two shots at a 3 on a 1D6.
    2. Battle Cruisers
      Lv 1- Improved Turbines- 7 IPC’s -Add a +1 to movement.
      Lv 2- Advanced AA Ordanence- 7 IPC’s -Preemptive Strike vs incoming aircraft at a 1 on a 1D6.
      Lv 3- Aircraft Catapult- 10 IPC’s -Cruisers can now carry 1 aircraft on their deck.
    3. Advanced Submarines
      Lv 1- Improved Turbines- 5 IPC’s -Add a +1 to movement.
      Lv 2- Long Range Torpedos- 7 IPC’s -Add a +1 to attacks.
      Lv 3- Rubber Paint- 10 IPC’s -Disregard all destroyer benefits and surprise strike at a +1.
    4. Advanced Transports
      Lv 1- Improved Turbines- 5 IPC’s -Add a +1 to movement.
      Lv 2- Evade- 5 IPC’s -Transports can evade the enemy on a roll of 1 on a 1D6 and flee to friendly waters.
      Lv 3- Advanced Hull Structure- 8 ICP’s -Transports can now carry up to 4 infantry.
    5. Advanced Destroyers
      Lv 1- Improved Turbines- 5 ICP’s -Add a +1 to movement.
      Lv 2- Hedgehog Morters- 8 ICP’s -When active in a battle add +3 if destroyer is targeting a submarine.
      Lv 3- Loading Ramps- 8 ICP’s -Destroyers now act as transports able to carry troops the same as a basic transport.
    6. Advanced Carriers
      Lv 1- Improved Turbines- 7 ICP’s -Add a +1 to movement.
      Lv 2- Advanced AA Ordanence- 7 ICP’s -Preemptive Strike vs incoming aircraft at a 1 on a 1D6.
      Lv 3- Reinforced Deck- 12 ICP’s -Carriers can now carry 3 fighter / tactical bombers.
    7. Advanced Shipyards
      Lv 1- Extra Scrap- 8 ICP’s -Transports, submarines and destroyers cost 1 IPC less.
      Lv 2- Metallergy- 10 ICP’s -Cruisers and carries cost 2 IPC’s less.
      Lv 3- Advanced Metallergy- 12 ICP’s -Battleships cost 4 IPC’s less.

    Political Upgrades

    1. False intelligence
      Lv 1- False Defencive Report- 8 ICP’s -The defending army can choose 1 battle a turn to try and deliver false information to the attacking enemy before the combat round. The result of a roll of 1 on a 1D6 sends 25% (rounded down) of the attacking army fleeing back to a friendly territory.(attacker chooses which troops retreat)
      Lv 2- False Attacking Report- 8 ICP’s -The attacking army can choose 1 battle a turn to try and deliver false information to the defending enemy before the combat round. The result of a roll of 1 on a 1D6 sends 25% (rounded down) of the defending army fleeing back to a friendly territory.(defender chooses which troops retreat, can not be used if defenders have nowhere to flee to.)
      Lv 3- Upgraded Reports- 10 ICP’s -Falseifing reports now hit on a roll of 2 on a 1D6
    2. Increased Factory Production
      Lv 1- Recruiter Training- 8 ICP’s -Minor industrial complexes can now produce 6 units.
      Lv 2- Advanced Industry- 8 ICP’s -Artillery, tanks, mechanized infantry and AA guns cost 1 IPC less.
      Lv 3- Advanced Aviation- 8 ICP’s -Fighters, tachticalbombers and bombers cost 2 IPC’s less.
    3. Radar
      Lv 1- AA Team Training- 6 ICP’s -AA guns now defend at a +1.
      Lv 2- Intercepter Training- 6 ICP’s -Intercepting fighter defend on a +1
      Lv 3- Advanced AA Team and Intercepter Training- 10 ICP’s -AA teams and intercepters now defend at a +1.
    4. War Bonds
      Lv 1- Donations- 5 ICP’s -Roll 1D6 and collect that income at the purchase phase of your turn.
      Lv 2- Help The Cause- - 5 ICP’s -Roll 1D6 and collect that income at the purchase phase of your turn.
      Lv 3- Dire Straits- - 5 ICP’s -Roll 1D6 and collect that income at the purchase phase of your turn.
    5. Diplomacy
      Lv 1- Local Aid- 7 IPC’s -Gain a +1 on your diplomatic rolls.
      Lv 2- Silver Tounge- 10 IPC’s -Gain a +1 on your diplomatic rolls.
      Lv 3- Golden Tounge- 13 ICP’s -Gain a +1 on your diplomatic rolls.

    Technology Breakthrough Rules

    Step 1- On your purchase unit phase name which tech’s you want to research and pay the required amount of IPC’s. There are no limits to how many tech’s you can learn per turn but you have to learn them in order and only one Lv per turn. ie… turn 1 you can learn a Lv 1 tech if you are successeful, on turn 2 you can learn Lv 2 then Lv 3 on turn 3 if you succeeded with your Lv 2 upgrade.
    Step 2- Roll 1 die per tech paid for and recieve Lv 1 tech’s on a roll of 4,5 or 6 on a 1D6, Lv 2 tech’s on a roll of 5 or 6 on a 1D6 and
    Lv 3 tech’s on a roll of 6 on a 1D6.
    Step 3- You Recieve your tech’s at the end of your turn to allow for rearmorment and training to take place, all tech’s learned on your turn will be in effect on your armies next turn defencive or offencive.

    • All technologies are stackable unless mentioned above.
    • Repeatable tech tokens are suggested.
  • '10

    Detuite, you made an error in Lv 1. MARINES never retreat!


  • American marines dont, but these aren’t just americans don’t forget. I would never use Lv1 but it’s the only way to get Lv2 and Lv3.

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