DK's Arms Research System…


  • @knp7765:

    1 > The Atomic Bomb Queue: I understand that you can put your marker there if you roll a 1 - 3 and try to get the atomic bomb next round. On the next round, if you roll a 1 - 3 again, do you just stay in the Queue?

    If you roll a 1-3 again, you can either leave it in the queue hoping for the Atomic Bomb next turn, or pick from the existing techs. It represents some kind of delay in researching. It also gives the player the option of giving up on the bomb and choosing something else instead.

    Uncrustable - I realize classic type research won’t be used much by smart players. But really I feel this is what tech research should be - a minor sideshow. The POSSIBILITY of superior weapons appeals to many - kind of like buying lottery tickets. It’s another decision to make in the game. Take a gamble or stay safe? And to me the game seems incomplete without some of these advanced developments worked in.


  • You should make the tech more interesting and make tech dice linger.

    Like: every tech dice that fails gives a +1 to the first dice in the next tech roll.

    @Der:

    OK here they are - most of them are pretty standard and found elsewhere:

    ADVANCED ARTILLERY: Each artillery unit can support up to 2 infantry units
    per attack.

    Should also give an extra ‘first strike’ roll on defense @1

    SUPER SUBS: Subs now attack @ 3, convoy raid +1.

    Convoy raids should also happen @4 or less.

    PRODUCTION & DAMAGE CONTROL: Each of your industrial complexes can
    now produce additional units beyond their normal production ability. Major
    industrial complexes can now mobilize up to 12 units. Also, when repairing a
    damaged industrial complex, you can remove 2 damage markers for the cost of
    1 IPC (in other words, half price). The maximum damage that can be applied to
    your industrial complexes is not increased.

    HEAVY FLAK: Your AA guns shoot down enemy planes @2 or less.

    And can roll up to 4 dice?

    PARATROOPS: Bombers can carry & drop one troop each into land zones. (+1
    attack bonus for initial combat.)

    WAR BONDS: During your Collect Income phase, roll a die and collect that many
    additional IPCs.

    LONG RANGE AIRCRAFT: Bombers’ range increases to 8, fighters’ range
    increases to 6.

    Tac’s range increased to 6. I also think this should only increase a planes movement by 1, otherwise bombers will move @9 from an air base.

    TANK PRODUCTION: Tank cost is reduced 1 IPC.

    The FIRST tank you build that turn, should cost 1 less.

    NAVAL PRODUCTION: Major warship costs are reduced by 3 IPCs. Minor ship
    costs are reduced 1 IPC.

    cool.

    AIR PRODUCTION: Airplane costs are reduced by 2 IPCs.

    cool.

    INFANTRY CONSCRIPTION: Infantry cost is reduced 1 IPC.

    …forget heavy bombers, THIS, is ‘the tech’ to get.

    Price should be reduced to 2.5IPCs
    OR
    Get 1 free Infantry in or capital per turn

    HEAVY BOMBERS: Your strategic bombers are now heavy bombers. When
    attacking, whether in a battle or a strategic bombing raid, roll two dice for each
    bomber. Add 2 to every die roll during factory raids.

    ROCKETS: You can now purchase and use Rocket Bases. (One free to start.)
    During the Strategic Bombing step of each turn, each of your rocket bases can
    make a single rocket attack against an enemy industrial complex within 3 spaces
    of it. This attack does one die roll of damage to that facility. Rockets may not be
    fired over neutral territories and cannot be shot down. (V-2 Variety) Rocket
    bases cost 10 IPCs each and defend @1 if attacked. MOVEMENT: Identical to
    tanks. Cannot fire after moving during same turn.

    *I use an actual rocket game piece from HBG that fires over and over - hence “rocket base” - I think it is lame to use AA guns as they have NOTHING to do with rockets and that is just the gamemakers attempt to avoid supplying another piece.

    The rocket BASE should be immobile, and support 1 Infantry during combat. Instead of fighting on its own.

    JET FIGHTERS: Fighters now attack @4, defend @5. Also, your fighters are
    now immune from AA fire.

    HEAVY TANKS: Your tanks now attack and defend @4 instead of 3.

    Should be:
    Tanks can take 2 hits
    To be able to have your tanks absorb a hit, you must lose an other units on a 1:1 ratio
    E.g:
    you have 3 heavy tanks, 4 Infantry, and 5 casualties.
    you assign 2 hits onto your tanks, but the other 2 hits MUST be on your Infantry.

    ATOMIC BOMB:
    • A-Bombs Cost 15 IPCs each. (One free to start.) May be dropped in land or
    sea zones. Must be carried and dropped by a bomber. (One per bomber.)

    Or launched by a rocket base?
    Also the atomic bomb should not be able to target a sea zone.

    • Due to the extreme altitude that the A-bomb is dropped from, no interceptors, AA guns, or other defending units can return fire.
    • Roll 10 die for each A-bomb dropped into a zone. Any 5’s or less are hits. An A-
    Bomb will destroy anything in a zone but an IC, including AA guns.

    You should roll dice = to half the number of units on the territory OR 10. Whichever is higher.

    • Roll 5 die and add for damage to any factory present. Leave a radioactive
    symbol on the spot where each A-Bomb was dropped.

    Also roll a dice for the naval/air//rocket bases?

    Subtract one I.P.C. from
    the value of the territory for each radioactive marker left in a bombed zone.
    • A-bomb defends @ 1 if attacked.
    • A-bombs can be moved by bombers in air, and like tanks on land and sea.

    It should not be allowed to move like tanks, it should only be able to move 1 territory per turn ONLY through a territory that has an IPC value of at least 1. (to represent the need of SOME infrastructure to move such a precious object)

    It also shouldn’t be allowed to moved onto transport. It should only be allowed to move over the sea by taking up an entire carriers capacity.

    SPECIAL NOTE: Attacker cannot combine a nuclear attack with a conventional
    attack or non-combat move in the same territory or seazone during the same
    turn.


  • Thanks for the input!


  • I think you are right on the infantry - although it was in the classic rules under production its too strong. How about “one new infantry placed in any territory you have controlled since the beginning of your turn” to represent conscription in outlying areas?

    My thinking on the mobile V-2 bases is in late war they looked like this:

    And here is a clip from Wikipedia:

    “The missile could be launched practically anywhere, roads running through forests being a particular favourite. The system was so mobile and small that only one Meillerwagen was ever caught in action by Allied aircraft, during the Operation Bodenplatte attack on January 1, 1945”

    And why would the A-bomb take an entire A/C carrier to move? The parts fit easily on a cruiser when carried to its assembly point in WWII.


  • @Der:

    I think you are right on the infantry - although it was in the classic rules under production its too strong. How about “one new infantry placed in any territory you have controlled since the beginning of your turn” to represent conscription in outlying areas?

    My thinking on the mobile V-2 bases is in late war they looked like this:

    And here is a clip from Wikipedia:

    “The missile could be launched practically anywhere, roads running through forests being a particular favourite. The system was so mobile and small that only one Meillerwagen was ever caught in action by Allied aircraft, during the Operation Bodenplatte attack on January 1, 1945”

    And why would the A-bomb take an entire A/C carrier to move? The parts fit easily on a cruiser when carried to its assembly point in WWII.

    Thats a German thing. I dont think the allies would be making German things.

    Besides, i doubt the rocket truck would be able to blitz through and conquer enemy territory. Why cant it just be immobile? all the other bases are.

    I think every nation should have a slightly different

  • Liaison TripleA '11 '10

    DK,

    You should introduce the “Research Facility” piece.  Would work well with your program.

    http://www.axisandallies.org/forums/index.php?topic=22164.0

    Each power excluding China starts with 1.

    Cost is 15.  Gives 1 tech roll.  If you capture it, you can “steal” a tech and destroy the facility.  Or, keep the facility for the extra die per turn.  You also can only roll whilst at war.


  • What do you use to represent the facility?


  • @1Bean432:

    Also the atomic bomb should not be able to target a sea zone.

    They dropped quite a few nukes on the test ships in Bikini Atoll after 1946. (over 20)

  • Liaison TripleA '11 '10

    @Der:

    What do you use to represent the facility?

    See the last page of the Research Facility rule.

    The fortress America laser piece fits in perfectly.  It’s the right scale, looks labratoryish and is the same gray as the aa guns and industrial complexes.


  • DK, you trying out your new techs this weekend$


  • @SS:

    DK, you trying out your new techs this weekend$

    Yes it worked well - but the game ended early in Round 7 due to Japan losing its capital - so not all research was opened. Still there were about 7 breakthroughs. It did not really change the war but added a smidge of extra interest, which is what I was going for.

    In my rules the research took effect at the end of your turn, but I think immediately would be better in the future, like the OOB rules, to represent the secret research your country is doing and the rude surprise the enemy gets, like when they first saw jet fighter sover Europe with no warning.


  • After some playtesting I made these changes:

    • Accelerated the times of the breakthroughs. Now you can get nukes on round 10 instead of 13.

    • Replaced War Bonds with Improved Mech.

    • Incorporated research tokens into the system

    • All breakthroughs take effect immediately

    Detailed rules here:

    http://www.axisandallies.org/forums/index.php?topic=34496.0 Â


  • Nice chart – I especially like the graphics.


  • Updated graphics for my Arms Research chart. Paratroopers have been removed. I plan to add paratroopers and transport planes as standard units. Paratroopers have been replaced with Super Carriers which will be magnetic and can carry 3 planes.

    The chart is vertically mounted on a piece of sheet metal at the end of the table. Magnetized roundels stick to it to show what nation has a breakthrough.

  • '17 '16 '15

    Very nice Der Kuenstler

    Just read the rules to your game. Sounds like a lot of fun:)


  • Great visual upgrade: the photos, the grey backgrounds, the vertical and horizontal heading bars.  It looks very professional.


  • Thanks for the feedback, guys. I thought the B&W background would keep the chart in line with the WWII era, while also allowing the magnetic color roundels to stand out when placed.

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