Opinions on the Role of Technology?


  • i, for one, have a problem with having 2 different types of german subs on the board at one time. do we really need that? yes, i concede that having more types of subs is more realistic, but i prefer not to have a ton of different types of units on the board.

    In my case the example for Type XX1 is an exception… This submarine would have totally destroyed the allied shipping and ASW efforts would have to be rethought. That submarine is as important as the Me-262 was to the air for Germany. If they had this 2 years earlier the war was changed into 3-4 more years of destruction.

    after all, who decides where it ends? maybe imp wants to publish a game with X number of total types of units, but what do you do imp if the very next day someone else publishes a game with 2X or 3X total types of units? do you then have to concede that their game is better than yours?

    OMFG…LOL !! i never thought of it that way!  This is a joke right? ok nm…

    of course not because more types of units don’t necessarily mean a better game. it’s just a matter of personal preference where you want to draw the line of unit types to find a personal balance of realism and simplicity (by simplicity i mean less convoluted, not easier to understand). no one’s right or wrong with their personal preference, hence no one’s likely to convince the other to change that preference. it was beginning to sound like imp was attacking someone for having a different preference than him.

    I was only rebutting what that other poster did…namely say its “too difficult to have Imperious Leader’s proposed techs” My system is much easier and follows the historical path, when the tech is availible you just spend 10 bucks and buy the unit… no bif deal… no rolling to do at all… He was turning my idea into something complicated… and its not.

    with that said, imp, more power to you and your edition with an expansive number of unit types.

    I basically make games that i feel would be something that i would say WOW!. They please my tastes and many others who play them. If you need any ruleset just ask!


  • OMFG…LOL !! i never thought of it that way!

    uh oh, i got imp to break out the f. i must have hit a little too close to the mark on that one. too funny! :-D


  • Using the rules as the are printed,

    I pursue it to demonstrate absolute supremecy and force stubborn opponents to yield early.
    This saves me time to pack up the game and grab dinner before the restaurants close.

    The rolls are usually made after I go up a capital.

    My opponents being of about the same mind do the same to me.

    We generally agree that while either side could continue fighting in theory while down a capital, the odds become insurmountable if the winning side gets HB.


  • I agree with IMP we should simply BUY tech and certain countries should have access to certain techs. Let’s say you pay 15 IPC’s and then you get the tech.


  • Thanks comrade! A historical path removes the uncertainty and allows the “other side” to plan to counter its effects. Allowing somebody to get the heavy bombers on turn 1 basically destroys the game, because it forces everybody to throw away a military strategy and just go for the gusto and make the game into something it should not be … a cold war race to get the same tech to equalize of face your downfall. I think the amount you pay should reflect the tech you get, so the a bomb will cost the most ( e.g. 30 IPC) and LRA will cost say 5 IPC. When we get to tech in house rules i invite you to chime in DasReich with your ideas. take care.


  • i think the uncertainty of not knowing when or if is what is intended by the tech roles.  i have always been a proponent of “low” and “high” techs but if they occur on set turns for set countries all they are is really national advantages in my (limited) sight.

    that being said we generally don’t do techs, they are not balanced.  lhtr do a better job for sure but i like the “investment” approach as well (especially with the poor luck rolling i have :-P)
    i have seen games in classic change instantly and so have most of you i am sure.  maybe that is what was intended but a lucky shot in the dark should not be able to completely change/destroy the direction of another countries military machine.  force adjustment sure but not totally wipe the floor, and then have other techs that are almost a hindrance


  • Yeah , well, I think having HB in R1 is a little drastic… Let’s say that each tech is available from a certain point in the game. example: HB are available to USA in turn 3 for 25 IPC, UK on turn 4. On the other hand, jet power becomes available tu Germany on R2 for 15 IPC and fighters w-jet tech CAN intercept bombing runs according to some future rules we shall discuss…later. I think the rolls should be completely eliminated. It would be more accurate IMO and would reflect the importance of tech in the war. (I never play with tech)


  • @DasReich:

    Yeah , well, I think having HB in R1 is a little drastic… Let’s say that each tech is available from a certain point in the game. example: HB are available to USA in turn 3 for 25 IPC, UK on turn 4. On the other hand, jet power becomes available tu Germany on R2 for 15 IPC and fighters w-jet tech CAN intercept bombing runs according to some future rules we shall discuss…later. I think the rolls should be completely eliminated. It would be more accurate IMO and would reflect the importance of tech in the war. (I never play with tech)

    I belive in general techs like the ones in the boxrules, with a little twist! NA will be there fore more nation specific features, one can call them minor techs! Let all NAs cost, lets say 10 IPCs each than all can spend their money as they like!


  • yea each nation is assigned a point total except the axis and allies are balanced so on average germany and japan get more. Say the allies get 25 points and the axis get 25 points. The axis pick from an index of goodies they want to facilitate their strategy based on either a naval sub warfare or some major jet power or whatever… each NA has an assigned point value and only on a certain turn you get this “toy” to use on what was historically possible… so if USA spend 10 points for the a bomb they just get it on like turn 12… they dont have to roll for it or spend money on it. That way it does not disrupt the game if you waste money on rockets and dont get them … then you cry and lose the game and tell me the game sucks because somebody got lucky.  Also, the NA you pick should be a secret till it happens… so its like a surprise i got a heavy bomber… thats the only luck id like to see. This is a really good idea BTW. think it through


  • Most techs are useless, except  forcertain players.
    Rokets: If your germany you have three aaguns and three industial complexs near by. As long as your winning in africa and the US/Uk is not ready to open up another front this tech can easly fix a bad Russian front.
    Jets: Well now you have a 3/5  fighter, goooood for you, But you should have  just bought six infantry
    Super Subs: It looks sexy on the outside put most countries don’t have enough somes for this to be usefull
    Long Range Aircraft: Just not enough oppertunites for this to be useful.
    Combined Bombardment: Enough said
    Heavy Bombers: At some point in the game it’s not a bad idea to get heavy bombers. For an average cost of 30 IPC’s you can turn your alomst useless one dice bombers who only will cost the enemy 15 IPCs on average ( The same amount who payed to get the bombers in the first) into two dice bombers which will cost the emeny 30 IPC per bomber.

    PS: If your country has an income under 30 IPCs it means your about to lose your cpaital so don’t woory about techs, buy infantry

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