• I like the concept of including research & development in Axis & Allies, but the R&D rules as printed in the different editions that include them seem to be more of a gamble and less of an investment. I like the idea of using researcher tokens like in Anniversary Edition, but I also like the ability to target a specific development like in Revised Edition.

    I’m considering combining the two so that players purchase and spend researcher tokens for research dice as in Anniversary, then choose and roll for a specific development as in Revised. If the player does not roll the specific number for the development, that player keeps their researcher tokens. Otherwise, all tokens are discarded as in the Anniversary rules.

    Alternatively, I could try a slightly more complex rule for r&d that reintroduces some randomness, but also encourages spending more on r&d to mitigate that randomness. The players purchase and spend researcher tokens and attempt to roll 6’s just like in Anniversary. If the player rolls exactly one 6, then that player chooses a chart and rolls for a development as described in the Anniversary rules. However, if the player rolls more than one 6, then that player may simply choose a development from either chart.

    Personally, I like the second one, but I need to test them both out to see for sure. What do you all think?


  • I have always played with the first since anniversary came out. Choosing techs is such a more realistic design and personally getting the advanced aa gun for america sucks. :x

  • '21 '18 '16

    We use our own tech charts that are country specific. This is for Global 1940 but could be adapted to any game.

    Germany
    2 – The jet age begins and the ME-262 takes to the skies. Fighters defend at a 5 during ground attacks and scrambles, and defend at 3 during strategic and tactical bombing.
    3 – King Tiger tank is developed and rolls off the assembly line. Armor now attacks on a 4.
    4 – Type XXI U-boat is unleashed upon the Atlantic. Submarines attack at 3 and defend at 2.
    5 – Nebelwerfer rocket packs delivered to the front. All artillery can support 2 infantry or mechanized infantry.
    6 – Waffen SS divisions now attached to regular army divisions. “4+1” For every 5 infantry in a combat or defense. One attacks and defends at +1. With an attached artillery the attack value is increased to 3.
    7 – V-2 Rocket is developed. Airbases may now conduct one industrial or naval/air base attack on a zone within 4 spaces. One die of damage is rolled per German controlled operational air base.
    8 – Long range aircraft. All aircraft flight range is increased by 1 movement.
    9 – Advanced radar. AA guns hit at 2 during strategic and tactical bombing raids.
    10 – Improved mechanized infantry. All mechanized infantry attacks at a 2. Artillery do not boost.
    11 - Improved aviation engineering and manufacturing. Fighters now cost 8 IPC.

    12 – Atomic weapons. A new age of terror begins as the Nazis harness the power of the atom.
    Atomic bombs cost 24 IPC to build. Only two may be built per turn. May not be built on same turn as breakthrough turn.
    Move as infantry by land or sea. If loaded on a strategic bomber, it can move the current range of the bomber
    Due to a lack of trained technicians and engineers, a nation may possess no more than 2 weapons at one time.
    Due to the size and nature of the airburst associated with the nuclear warhead, no attack roll is required to score a successful hit.
    No air defense, such as fighter scramble, is allowed due to the altitude of the strike plane and surprise of the attack. Only upgraded fighters may intercept. Long range aircraft or jet power technology must have been researched.
    An atomic weapon is treated as an AAA gun if the territory in which it is stored is attacked. 
    No AAA guns are to be fired due to the altitude of the strike plane and surprise of the attack only normal AA gun with factory can fire. Airbase and naval base do not fire AA.
    Any industrial complex is attacked with 4 dice disabled to maximum value of 20 for major and 2 dice disabled to maximum value of 6 for minor complexes.
    Any airbases or naval bases are attacked by one dice of value.
    One dice is rolled and that number of units of defenders choice eliminated. AAA guns may be chosen.

    If used on a naval assault:
    The nuclear strike cannot be combined with surface vessels.
    Due to the altitude of the strike plane and surprise of the strike, aircraft on carriers and loaded troops on transports are considered to be cargo and provide no defense. The 5 hits are assessed and the attacking bomber returns to base. No 2nd attack is permitted.
    Transports chosen last.
    USSR is not permitted to develop weapons until they are in a state of war.
    1 – IL-2 Sturmovik rolls off the line. All fighters now attack at 4 when paired with a matching armor.
    2 – T-36 rolls off the line. Tanks now attack at 4.
    3 – Katyusha rocket packs to the front. Artillery can support 2 infantry.
    4 – Russian home guard. “4+1”, for every 5 infantry on defense one defends at 3.
    5 – 6 Roll again
    Japan
    1 – Kaiten submarine is unleashed upon the Pacific. Submarines attack at 3 and defend at 2.
    2 – Improved ship building. Battleships cost 17 and carriers cost 13.
    3 – Ship radar. Battleships now hit and defend at 5.
    4 – Improved capital ship design. Battleships and carriers now require 3 hits to destroy.
    5 – Long range aircraft. All aircraft flight range is increased by 1 movement.
    6 – Improved aviation engineering and manufacturing. Fighters now cost 8 IPC
    USA is not permitted to develop weapons until they are in a state of war.
    2 – B-29 is developed by Boeing. Roll 2 dice for each strategic bomber in a combat or strategic raid. Range is increased to 8.
    3 – Improved factories and manufacturing methods. Cost of all units except infantry, reduced by 1 IPC.
    4 – Ship radar. Battleships now hit and defend at 5.
    5 – Improved capital ship design. Battleships and carriers now require 3 hits to destroy.
    6 – Improved ship building. Battleships cost 17 and carriers cost 13.
    7 – P-51 Mustang rolls off line. Fighters now have a range of 6
    8 – Rocket barges developed. Destroyers may now conduct shore bombardment at a 2.
    9 – Improved mechanized infantry. All mechanized infantry attacks at a 2. Artillery do not boost.
    10 – Long range aircraft. All aircraft flight range is increased by 1 movement. P-51 is not increased.
    11 – Jet power developed. Fighters defend at 5 during defense and scramble and 3 during strategic and tactical bombing raids.
    12 – Atomic weapons. See German section.

    United Kingdom
    1 – Sterling bombers developed. Roll 2 dice for each strategic bomber in a combat or strategic raid.
    2 – Ship radar. Battleships now hit and defend at 5.
    3 – Improved capital ship design. Battleships and carriers now require 3 hits to destroy.
    4 – SAS Commandos. On first round only, of an amphibious assault infantry hit on a 2. Matching artillery boost to a 3.
    5 – Anti-aircraft radar improvements. AA guns hit on 2 during strategic and tactical bombing.
    6 – Spitfire III rolls off the line. Fighters now defend at 5 during defense and scrambles and 2 during strategic and tactical bombing raids.

    Italy
    1 – Long range aircraft. All aircraft flight range is increased by 1 movement.
    2 - Improved aviation engineering and manufacturing. Fighters now cost 8 IPC
    3 – Improved mechanized infantry. All mechanized infantry attacks at a 2. Artillery do not boost.
    4 – Mobile artillery. Artillery may now move 2.
    5 – Frogmen commandos. On the first round of combat only, 2 extra dice are rolled prior to a naval attack. A roll of 2 or less is a hit. Hits are assessed prior to the main attack.
    6 – Roll again.

    Australia – due to lack of industry and supplies are limited to naval improvements only. ANZAC is not permitted to develop weapons until they are in a state of war
    1 – Improved ship building.
    Cost table
    Battleship 17
    Aircraft Carrier 13
    Cruiser 9
    Destroyer 7
    Transport 6
    Submarine 5
    2 – Ship radar. Battleships now hit and defend at 5.
    3 – Improved capital ship design. Battleships and carriers now require 3 hits to destroy.
    4 – 6 – Roll again.

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