@Bardoly:
Chart 1
1. Advanced Artillery – The attack and defense values of your Artillery units are now 3. Of course, they may still support 1 infantry unit each. (Who wouldn’t want 3/3’s with 1 movement point that can increase the attack value of his infantry at a 1-for1 basis for only 4 IPCs? This change strengthens an otherwise pretty weak tech, and brings the Heavy Artillery technology more in-line with the Mechanized Infantry technology.)
I think this would be better if changed to Long Range Artillery. Your artillery fire from the adjacent zone and may support infantry invading from that zone. (except amphibious, which turns them into normal artillery.) Your artillery MAY move into the zone if you win the combat or MAY stay in the zone they fired from. This way, players - especially Russia - can feel free to use their artillery without risking losing them if they cannot afford to. In all other aspects your artillery is the same. Move 1, Attack 2, Defend 2, may take posession of territory. All this tech does is allow you to keep your artillery safely behind the lines - you know, where artillery is in REAL LIFE?
@Bardoly:
2. Rockets – No changes, play as per OOB and FAQ rules. “Your antiaircraft guns are now rockets 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 three spaces of it. This attack does 1d6 damage to that complex. In each turn, only one AA gun per territory may launch rockets, and each industrial complex can be attacked by only one rocket launcher.” (It seems that most people feel that this tech is right in the middle, so no change is necessary.)
I never really like the idea of rockets to begin with. With that in mind, perhaps make rockets targetable by defending AA Guns like bombers are. Instead of just being free damage.
@Bardoly:
3. Paratroopers – Play as per OOB and FAQ rules, but slightly modified. “Each of your bombers can act as a transport for one infantry, but it must stop in the first hostile territory it enters, ending its combat movement. Both units must begin their movement in the same territory. The infantry is dropped after any antiaircraft fire is resolved, so if the bomber is hit, the infantry it carries is also destroyed. The bomber may still attack in the Conduct Combat phase, but it cannot make a strategic bombing run in a turn that it transports an infantry unit. The infantry unit may retreat normally to a friendly adjacent space during combat.” Plus add the following adjustment, “Also, in a turn in which a bomber transports an infantry unit in this way, reduce the bomber’s movement points by 2.” (This weakens a strong tech, while still leaving it useable. Because Paratroopers are considered to be a little weaker than true Heavy Bombers, maybe this range reduction should only be minus 1.)
To “fix” this, I would not go with reduced movement rate. As stated above, it could be hard to keep track of. Instead, why not force the player to load the bomber during the NCM move phase before using it in the subsequent CM? A loaded infantry could not attack, defend, or move other than throught he bomber. Though, I’m not really sure how this would be trackable in AAA or Battlemap (or Mapview or whatever that third utility was called).
However, again, to be honest, this does not really seem “OP” to me. Sure, it can be annoying if Germany gets it or something, and you suddenly have to leave defenders all over the map as if playing Risk, but that’s not really over powered in my mind, more annoying. And annoying is part of the game, as anyone who send 5 bombers on SBR runs and lost all 5 to AA Fire can attest!
@Bardoly:
4. Increased Factory Production – Play as per OOB and FAQ rules, but slightly modified. “Each of your industrial complexes in a territory worth 3 or more IPCs can now produce two additional units beyond its listed IPC value, and each of your industrial complexes in territories worth 1 or 2 IPCs can now produce 1 additional unit beyond its listed IPC value. For example, Germany with 10 IPCs of production value can now produce 12 units. Also when repairing a damaged industrial complex (removing damage markers), you can remove 2 damage markers at a time for the cost of 1 IPC (half price).” (This tech is already pretty good, but allowing it to improve 1 and 2-IPC territories only makes sense.)
I liked it in the ORIGINAL rule set when ALL ICs were upped regardless of TT value. So Algeria could create 3 units. (I could be wrong, but Gibraltar could create 2, but it may only have applied to TT with IPC value.) I’d say just go back to it. The change never made sense to me. Sure, I SUPPOSE if USA got Algeria AND Libya and put ICs on them, then got the Technology, it COULD be exploited allowing USA to put 6 tanks in N. Africa a round. But that’s a series of unfortunate events for the Axis and I doubt a regular occurance.
@Bardoly:
5. War Bonds – At the beginning of your turn, roll 1d6 and collect that many additional IPCs+4. So, the range for these additional IPCs is 5-10. Roll for these additional IPCs immediately upon acquiring this technology before your Purchase Phase. (This improves a weak tech and makes it so that it is valuable on the same turn in which you roll for it just like all of the other techs.)
I like the idea, but I’d still roll it in collect income phase. It’s the logical phase. I’d further adjust it so you get 10 IPC ont he first round and each subsequent round was 2 IPC + 1d6 making the range 3-8 IPC.
@Bardoly:
6. Mechanized Infantry – No changes, play as per OOB and FAQ rules. (Most people seem to indicate that this tech is already powerful, but not always too powerful. Since I am increasing the power of the weaker techs, I think that I can just leave this one alone.)
Agreed. I’ve seen players who change it so that tanks move 3 as well, but this does make it OP. As it is works just fine.
@Bardoly:
Chart 2
1. Super Submarines – Play as per OOB and FAQ rules, but slightly modified. Your submarines are now Super Submarines. The attack value of your submarines is now 3 instead of 2. The defense value of your submarines remains at 1. Plus add the following adjustment, “Also, your Super Submarines may always submerge out of a battle after the first round of battle, even if an anti-sub vessel is in the same sea zone. (I’m not entirely comfortable with this fairly weak (for most nations) technology. I would much rather add in some sort of convoy rules where the subs and/or super subs could drain the enemy resources of enemy nations (especially the island nations – UK and Japan), but in the intrest of following the KISS principle, this is what I came up with.)
I do not like the idea of submarines escaping destroyers with the technology. Instead, allow them to sneak under destroyers during the COMBAT MOVE PHASE only. This allows your opponent to kill these things. (Also, 3/2, att/def, would be better than 3/1 I think.)
@Bardoly:
2. Jet Fighters – No changes, play as per OOB and FAQ rules. (It seems that most people feel that this tech is right in the middle, so no change is necessary.)
I agree, this is vastly improved over the 5 defense in previous versions of the game. 4 attack is more logical.
@Bardoly:
3. Improved Shipyards – No changes, play as per OOB and FAQ rules. (It seems that most people feel that this tech is right in the middle, so no change is necessary.)
Ships that begin their phase in a SZ adjacent to an Imporved Shipyard owned by the same power (ie, US Destroyers in SZ 56 or British Battleships in SZ 2) may move 3 instead of 2. I think this gives shipyards that extra oomph needed to be a sought after technology without making it an “I Win” button.
@Bardoly:
4. Radar – Play as per OOB and FAQ rules, but slightly modified. Your antiaircraft gun fire now hits on a 1 or 2 instead of just a 1, **and all of your cruisers, aircraft carriers, and battleships gain the Anti-sub Vessel power the same as destroyers, which is as follows: “If an anti-sub vessel is in the same space as one or more enemy submarines, it cancels the Submersible, Surprise Strike, and _Sub Movement _special powers of those submarines (but not any powers gained through research & development). Additionally, your aircraft may hit enemy submarines at any time, even without an anti-sub vessel in the same sea zone.
Scratch the additional stuff. As per OOB except it may also shoot down rockets aimed at ICs in that territory.
@Bardoly:
5. Long Range Aircraft – No changes, play as per OOB and FAQ rules. (Even though this technology is quite powerful, because of the weakening of the Heavy Bomber and Paratrooper technologies by causing them to lose range, I fell that this technology is now balanced.)
I think it always was and has become even more balanced as the map gained more and more zones (thus reducing the effectiveness of the technology.)
@Bardoly:
6. Heavy Bombers – Play as per OOB (not FAQ) rules, but slightly modified. Your bombers may now be heavy bombers. You roll two dice for each heavy bomber when you attack or make a strategic bombing raid. On defense, your bombers still roll only a single dice. Plus add the following adjustment, “Also, in a turn in which a bomber acts as a Heavy Bomber, reduce the bomber’s movement points by 2.” (This weakens a strong tech, while still leaving it useable.)
Negatory. I think it wiser to just say your bombers roll two dice, the better of the two is the die you choose. So if you attack and roll a 1 and a 6, your bomber hits. If you SBR and roll a 2 and a 5, you do 5 IPC damage. The tech would effectively make your bomber hit all the time (though, you COULD roll a 5, 6; 5, 5; 6, 5; or 6;6 thus you’d still have a chance to miss.) Meanwhile, it stops your bomber from taking out a battleship in one round, thus making the concept of BmB vs BB not as strong. (In the original rules, I might take that chance. I COULD get 2 hits in one round and sink the BB even if I lose the bomber. With the change, there’s a 67% chance I won’t sink the BB and still lose the bomber.)
All in all, I think pretty good.__**