@gamerman01:
@cousin_joe:
With AA50 OOTB rules, any donkey of a player can roll 5 IPC for Tech, score Heavy Bombers, and proceed to win the game. Did he outstrategize his opponent? No. He just got lucky. This is why most tournaments don’t even use Tech, as it just kills the whole competitive nature of the game.
Back to the topic of the OP.
First, trying to establish a bit of credibility, as you can see I have over 10,000 posts to this site as I have played a number of games PBF. By my count, in playing 1v1 AA50 with a wide variety of players, I have played 38 games, winning 30 of them. I have seen a lot of A&A action, and have played many games of Classic and Revised in years gone by.
Just my opinion, but I disagree whole-heartedly with the original premise that techs are not viable for competitive play. Tech is a default in league play on this site, although no tech is permissable as well. Any donkey of a player can roll 5 IPC for tech and score heavy bombers, yes, but after that part, I disagree. The other donkey of a player will also be rolling tech, and with the token rule where researchers are never lost almost ensures techs on both sides. Several techs help take away the sting of your opponent’s heavy bombers, even before the latest FAQ nerf, which was totally unnecessary, in my opinion. Tech doesn’t “kill the whole competitive nature of the game” by any stretch of my imagination. It enhances it. I never cease to be amazed at how everyone always picks on heavy bombers as the end all be all tech. Many techs are situational, and depend on the timing, country who acquired it, country’s income, and country’s units already in play. Isn’t it obvious? Russia starts with 3 AA guns, so if she gets Rockets in the first turn, look out. Tech is prolific in AA50 with the researcher rules and increased income. It is common to have about 15-20 techs in play at round 10. So what if America gets heavy bombers in round 1? Japan may get improved shipyards early, and Germany get mech infantry at a key time, and it pretty much balances out. Improved shipyards, increased production, and radar all serve to deaden the sting of heavy bombers. Not to mention interceptor rules, which I normally play with.
I have played several games both ways, but mostly play with OOB tech. When not in league play, I play with some slightly altered OOB tech. My current preferences that I play with my closest A&A friend:
1) Increased production is +1 on 1 and 2 IPC value territories (not + 0 as per errata - why should India be 5 and Burma and FIC 2 with the tech?)
2) War bonds - best of 2 dice
3) LRA - +1 (not +2) LRA is the most powerful tech even when Heavy bombers are 2 hit heavies, in most situations. LRA coupled with 2 hit heavies is over-the-top, I’m sure most would agree. +1 LRA helps a lot with this. +1 LRA is still very powerful.
4) Heavy bombers - 2-hit heavies. I find it funny that the OOB rulebook is totally ambiguous about whether heavy bombers can score 2 hits or not. I had to ask Krieg in the FAQ and errata thread. This was before the latest errata. Krieg said they were 2-hit heavies. Then the errata came out, and made heavy bombers weak, weak, weak. Jeez, in the original game they were THREE dice and 3-hit heavies. Of course, with the right tech, infantry could be built for 2 IPC’s each, and there was no limit to production on any original complexes!
That said, I like your idea of improving the game with more realistic techs. Speaking of which, I would like IL to describe how Godzilla could be implemented into the game, or German flying saucers. For Godzilla, maybe after getting the tech, you build him for 15 IPC’s, and he’s a 6-6-1 unit that attacks twice each round. So automatically scores 2 hits each round. Only one can be built at a time - when he’s destroyed, you can build him again. My point is, house rules or modifications can be very fun, whether realistic or not. You just have to find someone to agree to play you with them.
IL, since you like mech infantry and tacs and stuff, you just need to get going on the 1940 game once Europe is available! Then house rule it all you want, and you’ll have the most fun WWII themed board game yet!
As to the increased production change to +0 I must have missed this errata (probably will continue to ignore it).
I generally don’t mind heavy bombers. If one person gets heavy bombers, the other person can go for radar and build more AA. This is for the land.
Unfortunately, there is no AA guns in the sea (maybe radar should give BBs/cruisers AA guns)
However, the problem comes in the sea. Already in the sea, bombers are slightly superior to ships. 12 point unit with 4 attack and nice range. Add two dice and no once with a fleet stands a chance. However, with them being an ultimate tech, I am willing to try them as are.
You can’t say that LRA is too powerful because it can be combined with HB. Isn’t it then HB that is too powerful?
Also if you look at CJs proposed tech system, LRA and HB are 2 of the 3 ultimate techs, requiring a minimum of 30 IPCs each. To get both one must invest 60 IPCs thats 5 bombers worth.
Also, I changed my mind. I would be willing to let advanced artillery go. might cry though. :cry: