• 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.


  • @knp7765:

    @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.

    That would make an interesting house rule for Germany: “Before each dice roll for a tech, do a preliminary roll of one die.  Getting an odd number signifies that the Fuhrer has changed Germany’s research priorities, in which case roll again to randomly determine which tech Germany will pursue in this round.”

  • Customizer

    @CWO:

    @knp7765:

    @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.

    That would make an interesting house rule for Germany: “Before each dice roll for a tech, do a preliminary roll of one die.  Getting an odd number signifies that the Fuhrer has changed Germany’s research priorities, in which case roll again to randomly determine which tech Germany will pursue in this round.”

    Yeah, I saw in a documentary how Hitler kept changing his mind on what he wanted to develop. He also would get excited about developing some techs then lose interest and cut funding. The best example would be jet planes. It’s possible the Me262 could have been developed and put into production in 1942 instead of 1944. Could have had a real impact on the war I think.

  • Customizer

    @ Marc and KNP. I actually thought of taking the new and old non-OOB units, assigning them a number and stats, and then allowing players to buy a research factory that produces a random tech unit each turn. No not realistic but probably fun.


  • @toblerone77:

    @ Marc and KNP. I actually thought of taking the new and old non-OOB units, assigning them a number and stats, and then allowing players to buy a research factory that produces a random tech unit each turn. No not realistic but probably fun.

    It certainly takes the concept of “secret research” to a whole new level.  I can just imagine the following conversation taking place between Roosevelt and one of his senior advisors:

    “Mr. President, I’m pleased to report that our secret research facilities are now fully operational and making great progress on some new war-winning technologies.”

    “Excellent.  What are they developing?”

    “Um…we’re not quite sure.  They won’t tell us.”

  • Customizer

    @CWO:

    @toblerone77:

    @ Marc and KNP. I actually thought of taking the new and old non-OOB units, assigning them a number and stats, and then allowing players to buy a research factory that produces a random tech unit each turn. No not realistic but probably fun.

    It certainly takes the concept of “secret research” to a whole new level.  I can just imagine the following conversation taking place between Roosevelt and one of his senior advisors:

    “Mr. President, I’m pleased to report that our secret research facilities are now fully operational and making great progress on some new war-winning technologies.”

    “Excellent.  What are they developing?”

    “Um…we’re not quite sure.  They won’t tell us.”

    You gotta admit though, wouldn’t be fun to be Germany and have a facility that produces a Tiger one round, a 262 next round, etc.

    I know I’m a crazy, and it could break a game, but it’s just too fun.


  • @toblerone77:

    I know I’m a crazy, and it could break a game, but it’s just too fun.

    Your earlier description of “not realistic but probably fun” describes the concept nicely: it would indeed be fun, but it would also not be realistic because in real life factories need to re-tool to switch their production from one item to another (especially if the items are very different).  I guess this could be accounted for by a secondary rule which says that, in order to switch from the production of one tech to another tech, the factory has to remain inactive for one game round.  But an even simpler solution is to just treat the concept as a purely for-fun house rule, which is fine too.

  • Customizer

    @CWO:

    @toblerone77:

    I know I’m a crazy, and it could break a game, but it’s just too fun.

    Your earlier description of “not realistic but probably fun” describes the concept nicely: it would indeed be fun, but it would also not be realistic because in real life factories need to re-tool to switch their production from one item to another (especially if the items are very different).  I guess this could be accounted for by a secondary rule which says that, in order to switch from the production of one tech to another tech, the factory has to remain inactive for one game round.  But an even simpler solution is to just treat the concept as a purely for-fun house rule, which is fine too.

    Well as for realism I like some of the tech trees I’ve seen people do. If we’re talking about a serious more realistic game it would be nice to develop a system without all the gambling. I’m sure there’s plenty of stuff on the boards about this already.

  • '14 Customizer

    Our group has had this discussion many times. It seems unrealistic that a country would develop something that is not useful.  In one of our games Russia bought a non-disposable tech dice and actually rolled a 6 then rolled on the chart and got “War Bonds” which was cool for them but if you look at the list there are very few that Russia can benefit from.  Mostly depends if they are on the offensive.  If they are on the defensive then only “War Bonds” and “Increased Factory Production” seem to be worthwhile.  “Radar” would also be good but its on a separate chart with tech that would not benefit them.  Most would say that Russia should not even consider rolling on tech and I tend to agree unless they are on the offensive and have a massive economy.

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