Oh…
I’ve been playing wrong this entire time???
:disappointed:
Thanks for clarifying though. I’ll take that into my next physical game.
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.
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.