Revised Tech Tree:
Procedure: Same as AA50 except you assign your researcher to one of the following three categories: Land, Sea or Air. Further, you can only assign up to one researcher per category at a time. Germany and USA can assign up to two researchers per category. All other OOB rules are in effect.
Research & Development
In this phase, you may attempt to develop improved military technology. To do so, you buy researchers that give you a chance for a scientific breakthrough. Each researcher token will grant you one die that provides a chance for a breakthrough.
Research & Development Sequence:
1. Buy researcher tokens
2. Roll research dice
3. Roll breakthrough die
4. Mark development
Step 1: Buy Researcher Tokens
Each researcher token costs 5 IPC’s. Buy as many as you wish, including none.
Step 2: Roll Research Dice
For each researcher you have, roll one die.
-Success: If you roll at least one “6”, you have successfully made a technological breakthrough. Discard all your researcher tokens and continue to step 3.
-Failure: If you do not roll a “6”, your research has failed. Keep all your researcher tokens and continue to the Purchase Units phase of the turn.
Step 3: Roll Breakthrough Die
If you rolled a “6” on any research die, choose one of the two breakthrough charts and roll a die to see which technological advance you get. You can only receive one advance each turn. If you have already received the same result on a previous turn, re-roll until you get a new technological advance. Once you have received all the advances on a chart, you cannot gain any more advances from that chart.
Step 4: Mark Development
If your research was successful, place one of your national control markers inside the appropriate advancement box on the research & development chart. Your development becomes effective immediately. Any number of powers may develop the same technology, but powers cannot share their technology.
Land Technology:
Tier #1:
• War Bonds- add one die to IPC total each turn.
• Elite Armor- You can form elite armor forces by converting one tank each turn for 1 IPC or build one from scratch for 6 IPC attack at 4 and defend at 5, move 2
Tier #2:
• Mobile Warfare Doctrine- Armor units on first round combat get +1 in battle.
• IC Repair- (one IPC allocated removes two points of damage)
Tier #3:
• Underground factories- SBR hits count at ½ value rounded down.
• Heavy Artillery- Your artillery rolling a 1 can choose the land target on either attack or defense. Your Artillery now moves 2 spaces.
Sea Technology:
Tier #1:
• ASW- Your fighters and bombers can now also attack subs and they hit at 2
(Rather than 1) plus All ASW units attack value is raised to 2. They can also attack subs without having a Destroyer or Cruiser class ships present.
• Shipyards- subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
Tier #2:
• Improved Carriers- if you pay 6 IPC per carrier they now take 2 hits and move 3 spaces, plus they have a 3 fighter capacity. New Carriers of this type can also be created and they costing 6 IPC extra to purchase.
• Super Battleships- your existing battleships attack and defend at 5 and they always fire preemptively in combat each turn (loses removed before they fire back) for either attack or defense.
Tier #3:
• Super subs- Your subs now defend at 2 and attack at 3.
• AA cruisers: your Battlecruisers and Cruisers get one AA roll against each plane attacking hitting at 1 prior to the first round of combat. Each plane that is hit is removed before shooting back.
Air Technology:
Tier #1:
• Radar- any fighters you have defending and not under attack can assist adjacent territories prior to the start of combat rolls. They act immediately in these battles.
• Long Rang Air- fighters and bombers now move 2 extra spaces.
Tier #2:
• Heavy Bombers- roll two dice = pick the best result and apply to SBR. Also, your Bombers also now attack at 5 or less and defend at 2 or less.
• Rockets- Your antiaircraft guns are now also rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase each turn, each of your antiaircraft guns can make a single rocket attack against an enemy industrial complex within 3 spaces of it. This flak level for this is not regarded and each AA gun gets one roll.
Tier #3:
• Jet Fighters- The attack value of your fighters is now 4 and the defense is 5, also they don’t get rolled at by defending AA guns.
• Atomic Bomb- Each Atomic Bombs costs 10 IPC and only one can be made each turn. When dropped no AA roll is made. Effects: 3 dice of variable damage and one die of permanent damage. The first turn this can be developed is turn 7. Prerequisite: Heavy Bombers technology.
Procedure: allocate researcher to develop a tier #1 technology in any of three categories. Once you have developed a technology you can choose one of the two choices. If you elect to develop further research in the same category and succeed, you may then either elect to choose a Tier #2 technology or pick something from a LOWER tier technology.
Eventually, you can get to a tier #3 technology and chose any lower tech.
Spies: These cost 10 IPC each and can be assigned in secret to any specific enemy player’s technology category (land, sea or air). If that player decides to develop a technology in this category and it succeeds, the spy may be revealed and the spy gets to roll obtaining technology on a roll of 4-6. Note: the Soviet player is the only player that can send spies to his own allies and they cost 5 IPC.
Counter Spy: Each player may buy a super spy which can be used to eliminate the enemy spy but this is also assigned to a specific technology category (land, sea or air) to any technologies that can be developed.
Partisans: If the German or Italian player controls soviet territories but does not garrison them with at least one land unit, Partisans can attempt attacks on the IPC value as follows: For each un-garrisoned territory the German player rolls one D6 1-2= 1 IPC lost, 3-4= 2 IPC lost 5-6= 3 IPC lost.
Universal National Advantages:
Procedure: roll D12 or select one NA per turn with each nation choosing a number of them equal to what was agreed by all players.
- Paratroopers: Each Bomber can now carry one infantry from the territory it started movement from to any friendly or enemy controlled territory. If dropped in hostile land zone the unit attacks at 2 and must fight to the death.
- Fast Warships: Carriers and Cruisers now move 3 sea zones.
- Blitzkrieg: Your Armor units moving one space in combat movement and successfully clearing the enemy land zone can perform either: A) attack a new enemy territory from the captured territory, or B) retreat to an adjacent territory during NCM and avoid possible enemy counterattack.
- Dug in Defenders: You infantry in originally controlled land territories surrounded by water defend at 3. Note: includes all small islands plus Japan, England and New Zealand, but not Australia.
- 5th Column: Convert one neutral per game in the future by rolling a D6= number of turns you wait before conversion (keep roll secret).
- Mechanized Infantry: You may freely replace one infantry with a mechanized infantry each turn.
- Manpower reserves: You may build infantry for 2 IPC for one turn in the game, but any infantry built after costs 4 IPC.
- Total War: you may elect to build one factory for free per game, or destroy one enemy factory, or move one factory to another originally controlled territory.
- Trained Pilots: your original fighters you start the game with attack at 4 for the rest of the game, but once each is destroyed, it cannot be replaced. (Write T on chip to designate them.
- Foreign Aid: one ally can loan another up to what you roll on a D6 each turn.
- Mobile Warfare: Your fighters attacking with Armor or Mechanized Infantry boost these units +1 each combat round at a matching 1/1 basis.
- Combined forces: Once per game you and one ally can make your turn together performing movement, combat and non-combat together. The player moving up does not buy or place new units, and he still gets his own turn, so it’s essentially a double movement and combat action. This would be in addition to the D-Day rule.
Fortifications:
It defends preemptively at two rolls of 3. It does not move and costs 8. It must be manned by at least one infantry and this infantry also defends. Only Artillery or Bomber hits can destroy a fortification and the fortification takes 2 hits to kill. Infantry inside cannot be destroyed until the fortification is also destroyed.