At the cost of 8 IPCs you can buy 1 Rocket per turn then choose one of your AA guns (it must be 6 adjacent spaces or less away from the target) to launch rockets at an enemy industrial complex by rolling one die. The resulting roll determines the number of IPCs the defender must surrender to the bank (1
Sucks. What’s the point of spending IPCs on something that will do LESS damage then I originally payed? :-?
Die
Roll Technology Gained
Shouldn’t this be dice? :) Submarine Rockets
If you have acquired the Rocket (Short Range) technology you may transport one AA gun in a Submarine so that you may launch Rockets (Short Range) from your Submarines. If you do not have the Rocket (Short Range) Technology roll again. (2
Waste of money. Now I lose an AA-gun IN ADDITION to my sub.
Switch all on board fighters for the older A&A Fighter units, from now on you may either build the standard fighters (the older units) or jet fighters (16 IPCs). Jet fighters function as normal fighter units except that they defend at 5. (3
Psstt… jet fighters are weak. I would much rather buy an original fighter and 1 inf, than spend 16 on a plane with a sub-par special ability. “Defense: 5” does not define “awesome.” :-?
5 Rockets (Short Range)
At the cost of 4 IPCs a piece you can buy 1 Rocket per turn then choose one of your AA guns (it must be 3 adjacent spaces or less away from the target) to launch rockets at an enemy industrial complex by rolling one die. The resulting number determines the number of IPCs the defender must surrender to the bank (4
Still, I much rather spend 4 IPCs on one 1 inf and pocket the rest. 4 IPCs to deal an average of 3.5 IPCs that RANGE LIMITED does not define “awesome” :-?
6 Naval AA
Your Battleships may act as AA guns and conduct an attack on attacking fighters as outlined in step 2 of the land combat sequence during Naval combat and before Submarines make first strike attacks or submerge. (5
Pssst… like I’ll be playing much with BBs… :-?
7 Industrial Technology*
Economic relief! The basic cost of land units is reduced by 1,Air units by 3, and Naval Units (except Submarines) by 5 IPCs. Notice the basic economic cost of each unit is given on your reference chart.
Funny. Seven is one of the most rolled numbers (using combinations), and industrial technology seems the most powerful… :)
8 Fleet Submarines
Switch all of you subs on board for the older A&A sub units, from now on all new built subs are considered to be Fleet submarines and have a movement of 4 sea zones per turn and they now attack at 3 instead of 2. Fleet Submarines cost the same amount of IPCs as did the older models. (6
Whoa… now this sounds pretty good. :) (Again, 8 is a very frequently rolled combination)
9 Main Battle Tanks
Using the older A&A armor units you may build Main Battle Tanks (MBT) which are as good on the defense as they are on the attack, defending on a 3 instead of a 2. (7
Good buy. :)
10 Long Range Fighters
The movement capability of all your fighters is increased from 4 to 6 adjacent spaces. Jet fighters do not receive this technology
11 Long Range Bombers
The movement capability of all you bombers is increased from 6 to 8 adjacent spaces.
Should combine these two together (use this as your #3 to lower the odds of unlocking it). :)
12 Heavy Bombers
Switch all on board bombers for the older A&A bomber units, from now on you may either build the standard bomber (the older units) or newer and more costlier (35 IPCs) Heavy bombers. These bombers use normal bombers in all respects save that in Strategic bombing raids they use 3 die for every bomber that survives an AA attack. Add the die totals, the sum is the number of IPCs that the defender must surrender to the bank. (8
Sounds good, though 35 IPCs is a little high for something you must roll a ‘12’ to unlock (1/36 chance)