• Thank you Narvik.


  • Interesting – I didn’t know that in modern China the Navy is a part of the Army.  I’m sure the US Navy would be horrified at such a concept.

    I did a bit of checking out of curiosity and I saw that the People’s Liberation Army Navy has a naval aviation branch (the People’s Liberation Army Naval Air Force) and a Marine Corps branch (People’s Liberation Army Marine Corps).  Unlike the USMC, the latter doesn’t seem to have any of its own aviation units – which is a good thing, because those units would presumably have been called the “People’s Liberation Army Marine Corps Aviation”, a name that in principle could be stretched out even further to the “People’s Liberation Army Navy Marine Corps Air Force” (which would be pretty tricky to put on a uniform shoulder patch).


  • @knp7765:

    Yeah, if you are incredibly lucky or can use magic. Do you really think you can pay $5 for 1 tech dice, then manage to roll a 6 two times in a row? Technically not impossible, but it is standing right next to impossible.
    If I decide to roll for tech, at minimum I will spend $20 for 4 dice but prefer it if I can afford $30 for 6 dice. Usually, that will give you good enough odds to at least get a 6 so you can roll for a tech. Then it’s still a 1 in 6 chance that you get heavy bombers (the best one in my opinion).
    I can’t tell you how many times I end up getting Radar when I am on the attack. Don’t get me wrong, Radar is really good if you are on the defense and can really hurt enemy air attacks. I think that tech would be really good for UK and Russia, but since I am usually either Germany or Japan, I don’t need a defensive weapon when I’m trying to branch out and conquer territory. Although, I will admit it does help when the US/UK starts bombing my factories.
    Anyway, my point is that if you are wanting heavy bombers, it can end up costing you a lot of money if you don’t get a lucky roll. Not only do you count the money paid just to roll for tech, as well as any rounds you buy dice and don’t get a breakthrough, but if you do get a breakthrough and end up getting some other tech so you have to try again next round, really you have to count the money paid getting the other tech as well.
    Round 1 = buy 4 dice, roll no 6s, cost $20.
    Round 2 = buy 5 dice, roll a 6, get Super Subs, cost = $25
    Round 3 = buy 5 dice, roll a 6, get Heavy Bombers, cost = $25
    Total cost to get Heavy Bombers = $70

    See what I mean?

    Thanks for your analyse.But I play this map in TripleA,and I always check a option"take Tech. dice to next round ",(just like  most people do in online game).So it can increase the possible of Technology development.

  • Customizer

    So if you try for tech and don’t get a six, you can try them again the next round? That’s not so bad then. Sounds like the tech token rule from Anniversary.


  • @knp7765:

    So if you try for tech and don’t get a six, you can try them again the next round? That’s not so bad then. Sounds like the tech token rule from Anniversary.

    yes,and it’s called V3rule in TripleA.

  • '14 Customizer

    Yea, I love the Tech rule to not remove tech tokens at end of turn.  It makes it less of a burden to include tech in the game.  I have played it a few times in TripleA and we use it when we play on the board too.


  • If I tech in a non token game, I will spend $5 and sometimes $10 per turn with any country I get about 60 or so. I’d rather drag out the economic cost over several rounds and it’s less likely to hurt me like spending $20+ each turn or in one turn.


  • @knp7765:

    (…) if you are wanting heavy bombers, it can end up costing you a lot of money if you don’t get a lucky roll. Not only do you count the money paid just to roll for tech, as well as any rounds you buy dice and don’t get a breakthrough, but if you do get a breakthrough and end up getting some other tech so you have to try again next round, really you have to count the money paid getting the other tech as well.
    Round 1 = buy 4 dice, roll no 6s, cost $20.
    Round 2 = buy 5 dice, roll a 6, get Super Subs, cost = $25
    Round 3 = buy 5 dice, roll a 6, get Heavy Bombers, cost = $25
    Total cost to get Heavy Bombers = $70

    See what I mean?

    And he who is getting Heavy Bombers for $70,- is still a Lucky *******!
    I think $100 is a reasonable average for getting 2 random techs + the 1 specific tech that you ‘must have’ (Heavy Bombers in this case). Now, for that money you could have bought 8 bombers or 10FTR instead…

  • Customizer

    @ItIsILeClerc:

    @knp7765:

    (…) if you are wanting heavy bombers, it can end up costing you a lot of money if you don’t get a lucky roll. Not only do you count the money paid just to roll for tech, as well as any rounds you buy dice and don’t get a breakthrough, but if you do get a breakthrough and end up getting some other tech so you have to try again next round, really you have to count the money paid getting the other tech as well.
    Round 1 = buy 4 dice, roll no 6s, cost $20.
    Round 2 = buy 5 dice, roll a 6, get Super Subs, cost = $25
    Round 3 = buy 5 dice, roll a 6, get Heavy Bombers, cost = $25
    Total cost to get Heavy Bombers = $70

    See what I mean?

    And he who is getting Heavy Bombers for $70,- is still a Lucky *******!
    I think $100 is a reasonable average for getting 2 random techs + the 1 specific tech that you ‘must have’ (Heavy Bombers in this case). Now, for that money you could have bought 8 bombers or 10FTR instead…

    Yeah, I agree with you. Odds are, you probably end up getting 2 or 3 other techs before the one you actually want. And the tech you want will probably cost much more than the $70 in my example. I was just using that as a quick example.


  • @ItIsILeClerc:

    @knp7765:

    (…) if you are wanting heavy bombers, it can end up costing you a lot of money if you don’t get a lucky roll. Not only do you count the money paid just to roll for tech, as well as any rounds you buy dice and don’t get a breakthrough, but if you do get a breakthrough and end up getting some other tech so you have to try again next round, really you have to count the money paid getting the other tech as well.
    Round 1 = buy 4 dice, roll no 6s, cost $20.
    Round 2 = buy 5 dice, roll a 6, get Super Subs, cost = $25
    Round 3 = buy 5 dice, roll a 6, get Heavy Bombers, cost = $25
    Total cost to get Heavy Bombers = $70

    See what I mean?

    And he who is getting Heavy Bombers for $70,- is still a Lucky *******!
    I think $100 is a reasonable average for getting 2 random techs + the 1 specific tech that you ‘must have’ (Heavy Bombers in this case). Now, for that money you could have bought 8 bombers or 10FTR instead…

    That’ why I do not choose “Remove all Tech. token in the end”.In the classic rule,Tech. development is so meaningless,you can build a huge army with IPCs that  for Tech. development,but the effect of Tech. usually not as good as a strong troop.

  • '14 Customizer

    I almost always roll on tech for Germany on the turn I plan to attack Moscow to increase the amount of units surviving the battle. I usually roll (1-2) dice and roll on the Land chart so I can try to get Adv Mech or Adv Artillery. Both of those are going to increase your odds much better than Heavy Bombers.  All those mech paired with tanks get an increase in power or twice the mech you have paired with an artillery. That’s a huge swing in power compared to the bonus you get for Heavy Bombers.

    On a side note I performed a Sealion with Germany last night.  Rolled 1 dice on tech before the battle and got Jet power.  This time I rolled on the Air chart because I had no mech and only one artillery in the battle.  It definitely helped me take London with less losses. I could have rolled on the Land and hoped for Paratroopers. I could have sent 4 more inf over to take as AA casualties.


  • You got very lucky sir!

    I honestly even as America i typcaly roll 1-2 Die per turn

    Its not the end all be all… and if i get lucky and get a soild hit then who knows it could really swing the tide in my favor… or make me spend less in the Pacific and still keep Japan at bay…

    Nothing like getting Super Subs or Improved Harbor in the Pacific.

    Ive never done tech rolls for Germany or anyone else…. I feel like its to much of a race agenst time and time is your enemy and every IPC counts…

    Ive never played A&A on the Computer so i dunno how much diffrent it is… ive only played table top


  • @Captain-Mitchell:

    (…) In the classic rule,Tech. development is so meaningless,you can build a huge army with IPCs that   for Tech. development,but the effect of Tech. usually not as good as a strong troop.

    Exactly what I was thinking.

    @cyanight:

    I almost always roll on tech for Germany on the turn I plan to attack Moscow to increase the amount of units surviving the battle. I usually roll (1-2) dice and roll on the Land chart so I can try to get Adv Mech or Adv Artillery. Both of those are going to increase your odds much better than Heavy Bombers.  All those mech paired with tanks get an increase in power or twice the mech you have paired with an artillery. That’s a huge swing in power compared to the bonus you get for Heavy Bombers. Â

    On a side note I performed a Sealion with Germany last night.  Rolled 1 dice on tech before the battle and got Jet power.  This time I rolled on the Air chart because I had no mech and only one artillery in the battle.  It definitely helped me take London with less losses. I could have rolled on the Land and hoped for Paratroopers. I could have sent 4 more inf over to take as AA casualties.

    I like this way of thinking!
    Personally I never research because I think to myself that all the money required to get to a useful tech can be more effective to you when used to build more units…
    …But if used the way you do, it could mean the deathblow to your opponent! Of course, if you don’t get lucky on the techroll, you are screwed big time for falling behind in number of units but I like the ‘all or nothing at all’ approach if the game can otherwise be expected to end in a loss. GE7, Germany should be able to tell if the Axis cause is most likely doomed and pressing the ‘all or nothing’ button might save your German *** for a change :-).

    I just calculated the German increase in Power if it hits ‘Advanced Artillery’ GE7 (and ‘Advanced Mech’ does about the same). It could turn a close call at the gates of Moscow into a win for Germany, but it’s not as spectacular as expected. In the example I used in my BC (usual German power against usual Russian power), Moscow went down from winning the battle with 21 survivors to winning it with ‘just’ 13…
    I’d say use the gambit if the power increase means absolute victory for you instead of a loss, but otherwise I fear Tech will remain far less cost effective than buying units. Which is sad. I usually love to tech up in strategy games ;-).

  • '14 Customizer

    Yes it does matter if the odds are NOT in your favor already.  I don’t roll on tech unless I first establish that I can take Moscow with a percentage chance of 90% or greater.  I roll on tech to see if I can boost my units.  I got Paratroopers one time and it helped me save my Luftwaffe from AA fire because you can select each paratrooper for an AA casualty and save your planes.

    Although I tend to get lucky rolling tech I also get unlucky bombing factories for some reason.  I am always losing bombers to AA fire.


  • We always play with the aniversary rule for tech. We recently tried a new rule where you get to choose the tech like revised execept that the tech you choose have those tokens on the tech you what. For example, if you bought 4 dice for advanced artillary you can’t change those dice for heavy bombers. It was cool.

  • Customizer

    @cyanight:

    Yes it does matter if the odds are NOT in your favor already.  I don’t roll on tech unless I first establish that I can take Moscow with a percentage chance of 90% or greater.  I roll on tech to see if I can boost my units.  I got Paratroopers one time and it helped me save my Luftwaffe from AA fire because you can select each paratrooper for an AA casualty and save your planes.

    Although I tend to get lucky rolling tech I also get unlucky bombing factories for some reason.  I am always losing bombers to AA fire.

    I feel your pain. In a game last month, I went in as Germany to take Moscow. While I built up my ground forces for the final assault, I flew bombers over to pound Russia’s IC. I sent 7 bombers with 2 fighter escorts. Russia sent up 7 interceptors. Russia didn’t get a single hit and I killed 3 of his fighters. I was all HA HA HA HA HA!
    Then he rolled AA for the factory. He hit 4 of my bombers. AAAARRRRGH!

  • '14 Customizer

    Yea Knp, those Flak cannons can really be a pain.


  • The reason why I’m always extremely careful when considering bombing raids with the axis. They can’t take AAA losses as good as the allies in the long run.

    The allies have their limits in taking hits too, ofc. Imagine one turn sending 12 allied Bombers over Berlin, West Germany and Rome and loosing 6 of them… Complete rubbish and hardly bearable. Then in the next turn you send in 7 bombers total and loose 4.
    This happened to me once and I resigned that game because all the fun was completely gone. This was the turning point for me to decide playing LowLuck when playing 1v1. Team versus team I’m still OK rolling dice because the dice have a habit of not giving up torturing 1 player if they decided to be extremely unfair. Devastating 1v1 but in team vs team for some reason, there’s usually a jinxed person in both teams to average out. Once again I ride my hobbyhorse, venting anger on the dice ;-).

  • '14 Customizer

    ItIsILeClerc  - isn’t it the truth!  I can understand you wanting to resign after that loss and yes the Allies can take the losses easier than the axis.

  • Customizer

    @DessertFox599:

    We always play with the aniversary rule for tech. We recently tried a new rule where you get to choose the tech like revised execept that the tech you choose have those tokens on the tech you what. For example, if you bought 4 dice for advanced artillary you can’t change those dice for heavy bombers. It was cool.

    You know, that is actually pretty realistic. If you started a tech project (buy tech dice) and are trying for advanced artillery, then your scientists are working on improving your artillery pieces. Then next round you change your mind and want to go for heavy bombers. So your scientists are looking into improving artillery then suddenly they change to trying to increase bomber capacity? Not likely.

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