For A&A spring 1942 … you will need to use the Tech Developments from A&A 50. both games had the new transport rules, as well as other adjustments. so the Tech developments were designed with those in mind.
for example…
@Dylan:
5 Combined Bombardment
Like battleships, your
destroyers now can
conduct bombardment
during an amphibious
assault. (Their attack is 3.)
doesnt work well because the Battleships and Cruisers already have bombardment… why pay for a destoyer to do this. and a destroyer attacks with a 2 not 3 in this version
Here is a list i came up with based on the A&A 50, various discussions and playtests…
Weapon Developments
Chart 1
1- Adv. Artillery Each Art. Improve 2 Inf.
2- Radar
Radar - AA defend (2) & Hit Rocket Att (1)
3- Paratrooopers
1 Inf. Per Bomber. Must Leave From Same
Territ. Bomber Must Stop In 1st Hostile
Territory in Flight Path. Bomber can Still
Att. (Para. Unit Cannot Retreat)
4- Inc. Factory Production
IC’s in Territories worth 4 or more IPC’s
Mobilize +2 Units above Territ Value, And In
Territories of 3 or Less Mobilize +1 Unit
& 1/2 Cost to remove Damage markers
(Rounded Up)
5- War Bonds
Roll 1d6 (+2) Recieve that many IPC’s At Collect income Phase
6- Mechanized Infantry
Inf. Matched 1/1 with Tank Move 2 Spaces
Chart 2
1- Jet Fighters
Att. = 4
2- Rockets
All AA Gun May Make 1 Rocket Attack On
1 IC (within 3 Spaces) doing 1D6 Damage.
Each Industrial Complex Can Be Hit Only
Once Per Turn From Rockets. Max Damage
= Territory Value Of IPC’s Per Complex
3- Super Submarine
Submarines Attack Increased To 3
4- Long-Range Aircraft
Fighter Range Increases to 6. Bomber Range Increases To 8
5- Improved Shipyards
Cost Of Sea Units Reduced… BB=18, CV=12, CC=10, DD=7, TR=6, SS=5
6- Heavy Bombers
Roll 2 Dice For Att. & for IC Bombing: Roll 1 Di & add 2
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.
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 your researcher token and continue to the Purchase Units phase of the turn. On each subsequent turn the success becomes easier and is reduced by one each turn: 6, 5,4,3,2, and eventually it is automatic.
Step 3: Roll Breakthrough Die
If you succeed on any research die, you choose any technology within the 1st tier. Additional technology research applied to the same tech category can go to a higher technology as long as you got at least one tech. For example: If you want a technology that is 3rd tier in land technology, you must have at least one 1st tier and one 2nd tier tech in that same category.
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.