Radar- this must be included as a tech because of it’s significance in the battle over the Atlantic, etc… It fits in well with the detection rules discussed before. If you achieve this tech then all enemy subs in SZs bordering one of your ICs are automatically detected and enemy air units flying over territories with AA gun pieces and an IC are automatically detected. Notice that you still have to roll to actually hit them. This tech may need to be worked on a little because it might be too powerful especially with the new modifications that up to 3 AA gun units may fire per territory. If this is too powerful then we can say that instead of automatically being detected, the units are now detected on rolls or 4 or less instead of 2 or less.
+++++++++ Yes this looks good but UK will obviously want to get this becuse of so many exposed IPC from attacks. I dont like automatic detection except against enemy planes performing/escorting SBR giving a modified defense to british fighters of +1, while the detection of naval vessels due to radar is actually a different catagory known as naval radar which was developed latter and sonar which was perfected latter in the war. So we have aerial radar, naval rader and sonar or one for air units, surface naval units, and undersea u-boats. Tech tree agains should follow the basic outline of what was possible so a player can make a small contribution in order to obtain the benifits of this research.
Rockets are different. Rockets were fired from W. Europe, not from Germany because the range wasn’t the equivalent of 3 spaces on the game board but only 2. It’s not realistic to have the range be 3. Also, why do they need to be fired from flak batteries? What’s up with that? I’m thinking that they can be fired from any territory contiguous to the attacker’s capital VC and from there they have a range of 2. They either cost 1 IPC each and you roll 1 die to determine the damage or they cost 2 each and you roll 2 dice and take the bigger roll for the damage, I haven’t decided which yet. Just like before, the damage is limited to the territories IPC value.
+++++++++rockets with a range of 2 is fine and using the AA gun is stupid… agreed. That piece is for another purpose as a new H artillery unit.These pieces can just fire from a territory… i prefer my idea found in another post for rockets.
Super Subs are the same in that every roll hit’s on a 3 (even for raiding), but since subs are more important to the game and harder to kill, super subs are effectively more powerful.
++++++++++ok good
Jet fighters and heavy bombers are both a little better in that they get long range movement added to each of them. Jet fighters now make fighters range 6 (does not change range of bombers). Heavy bombers now make bombers have a range of 8 (doesn’t change range of fighters).
+++++++++ however jet fighters had a very short range they should still move only 4 spaces… in reality they should only move 2 spaces… but that screws with playability too much. The first jets used alot of fuel and were not efficient… A provision for jet bombers should be possible for the axis. ( ar-234)
This leaves an opening for a new tech if we want to keep with only 6 techs (which I think we should since it works in nicely with the die).
+++++++ I think we should make a tree of tech that are not based on some limit, but based on what inventions actually occured. List:
Radar
sonar
naval radar
rockets
jets fighters
long range fighters
super subs
jet bombers (ar-234)
a- bomb
rail guns ( dora)
super heavy tanks (maus)
egnigma code broken
surface to air missiles? ( germany had these late in the war)
others…
Heavy artillery is an option, but is that really a good representative to being one of the major historic tech advances during WWII?
++++++++ these units are not a tech thing. its just a new unit and using the piece adds value . Having only one artillery unit representing every concievable artillery unit is not enough. This goes for tanks as well and why we need a mechanised infantry unit which bridges the need for a light tank/ heavy infantry piece.
Industrial technology was definitely more important, which might be a reason why it was one of the original techs. I think the only reason it was discarded was because it was too powerful and not realistic in the way it was brought into the game. Now that we already have infantry placement separate from IC placements, we can easily make use of this distinction and say that ind. tech. only applies to non-infantry. This tech could ease up the restrictions on unit placement at ICs as well as make these units cheaper. -1 from all units isn’t that realistic and favors rtl purchases much more than expensive purchases. Opinions? Ideas for a new tech in place of long-range aircraft?
++++++++I dont mind cheaper units due to production effeciency except for infantry… The tech benifit of reduced cost basis should apply to either naval, or air units not land. thats too much benifit from a tech IMO.
I like the idea of certain techs countering the effect of other techs… examples:
-If UK gets radar to help in the Atlantic, then Germany could counter by getting Super subs. German subs would be more easily detected, but they would do much more damage and the net effect would be still an even battle.
-If Germany gets radar to stop all the SBRs, then UK or US can get heavy bombers. Heavy bombers could be defined so that they can only be targeted on a 1 (not a 1 or 2) in addition to other bonuses.
+++++++++looks good but need development… isnt this phase 2? to finish phase one i thought we were gonna add some rules for neutrals then wrap up phase one and assemble what we got so far?