(Classic) New Research Tech for Classic

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    Here is 6 of n for discussion of my Classic House Rules

    Here are my rules for possible weapons technology in the Milton Bradley edition of A&A. These rules are optional. I have expanded the possible technology choices from six possible technologies across air, industry, and sea to 16 possible technologies across air, ground, industry, and sea. These technologies are also divided into tier one and tier two technologies. Tier two technologies tend to be more potent but you must successfully research its associated tier one technology before you can start research on the tier two tech. See the chart below for more details.

    My Post 5 (New Research Rules - Outsmart your Enemies) has my revised rules for researching technology, giving options for both rolling randomly and for those who know what they want (directed research). Post 5 explains how to research your technologies, this post (Post 6) explains what you get when your research pays off. If you like these technologies but just want to roll randomly for technology (rejecting the directed research from Post 5) that is just fine. Use the random research rules below and ignore the directed research rules.

    Random Research

    When rolling for successful random research results, first roll for the technology catagory for your result. Results: 1 player’s choice, 2 for flying, 3 for ground, 4 for industry, 5 for naval, 6 for re-roll. If a player already has all four technologies in a determined catagory, re-roll your result. Once a catagory has been determined, the player will roll again: 1-3 for top row, 4-6 for bottom row. Then, see what technologies are available to the player. If both the tier one and tier two result for a row in a catagory have already been researched, then the player will receive the appropriate tier of technology from the remaining row. If a player has no successful research in the determined catagory the player will get the tier one result that corresponds with the row they have rolled. If a player has successful tier one research already in the determined catagory and row, then the player will recieve the tier two research result for that catagory and row.

    Example: The player of Germany is successful in gaining a random research result. Germany already has the flying technology Rocket Power. Player rolls for catagory and gets 2 - more flying tech for Germany. Now, Germany rolls for which row will yield technology this attempt. If Germany rolls 1-3, it will receive Jet Power, due to already having Rocket Power. If Germany rolls 4-6, it will receive Long Range Aircraft and be eligible to research Heavy Aircraft next turn.

    Directed Research

    When conducting directed research, use the following to decide on your next project. From the start of the game, all eight tier one research results are available for research. After a player successfully researches a tier one result, on their next turn the player may start research on the associated tier two result. Research can be spread out or directed in one catagory - if all a player wants are the flying technologies, then that player can research all of the flying tech’s one after the other and need not research anything else. The only check on research is the need to have the appropriate tier one research in hand before starting to research a tier two technology.

    Research Results Chart

    Theme - Tier 1 (Researched First) - Tier 2 (Unlocked After Tier 1 in Row)
    Flying - Rocket Power - Jet Power
    Flying - Long Range Aircraft - Heavy Aircraft
    Ground - Faster Trucks - Pro-Active Defense
    Ground - Quick Firing Cannons - Assault Cannons and Rifles
    Industry - Reduce Waste - More Efficient Ways
    Industry - Work Smarter - New Accounting
    Naval - Better Naval Fuel - Super Subs
    Naval - Post Treaty Ships - Bigger Holds

    Research Results Explained

    Flying Technologies
    Row 1, Tier 1
    Rocket Power – Allows use of Rockets (Range 3, 4 with Long Range Aircraft (LRA)) as per the rules in the main Rule Book. Leads to Jet Power.
    Row 1, Tier 2
    Jet Power – Requires Rocket Power. Converts Fighters into Jet Fighters (3x2/4x2/4, 6 with LRA). Jet Fighters’ increased speed allow for twice as many attempts to attack and defend as normal Fighters.
    Row 2, Tier 1
    Long Range Aircraft (LRA) – Increases aircraft and rocket ranges: Rockets 4, (Jet) Fighters 6, Cargo Planes 8 Bombers 8. Leads to Heavy Aircraft.
    Row 2, Tier 2
    Heavy Aircraft – Requires Long Range Aircraft. Converts Cargo Planes and Bombers to their Heavy versions: Heavy Cargo Planes and Heavy Bombers.
            Heavy Cargo Planes (A0/D0/M8/C12) may carry up to 2 Infantry, Paratroopers, or Troopers; or 1 AA Gun, Armor, Armored Cavalry, or Artillery. Only Paratroopers can attack in this way, all other units may only be moved as non-combat movement. Heavy Air Transports may reduce their load in order to travel further: Range 10 with 1 Infantry, Paratroopers, or Trooper; Range 12 when carrying nothing.
            Heavy Bomber (A(4x2)/D1/M8/C12) may attack by throwing three dice and taking the two desired results, which may be the loss of up to two enemy defenders. When Heavy Bombers do a Strategic Bombing Raid, damage done is equal to the top two of the three dice thrown, per Heavy Bomber. Heavy Bombers may reduce their load in order to travel further: Range 10 with 1 die of damage (throw two dice, select desired result); Range 12 when carrying nothing.

    Ground Technologies
    Row 1, Tier 1
    Faster Trucks – Armor and Armored Cavalry now move at 3; AA Guns, Heavy Artillery, Infantry, and Troopers now move at 2. Paratroopers still only move at 1. Leads to Pro-Active Defense.
    Row 1, Tier 2
    Pro-Active Defense – Requires Faster Trucks. All ground units (EXCEPT AA Guns and Heavy Artillery) receive +1 to Defense.
    Row 2, Tier 1
    Quick Firing Cannons – AA Guns now defend, and Heavy Artillery now attack and defend, by throwing twice as many dice as formerly appropriate (two dice per AA Gun or Heavy Artillery). All hits landed by those dice hit appropriate units, up to the limit of appropriate enemy units in combat. Leads to Assault Cannons and Rifles.
    Row 2, Tier 2
    Assault Cannons and Rifles – Requires Quick Firing Cannons. All ground units (EXCEPT AA Guns and Heavy Artillery) receive +1 to Attack. This stacks with the +1 Paratroopers receive for Airborne Assaults.

    Industry Technologies
    Row 1, Tier 1
    Reduce Waste (Better Factories) – Reduces the cost to produce Ground units: -1/2 IPC (round up) for Armored Cavalry, Infantry, and Paratroopers; -1 IPC for all others (AA Gun, Armor, Artillery, Troopers). Leads to More Efficient Ways.
    Row 1, Tier 2
    More Efficient Ways (Better Plants) – Requires Reduce Waste. Reduces cost to produce all Air units and Sea units by 2.
    Row 2, Tier 1
    Work Smarter (Increased Capacity) – Doubles placement limits on territories with new Industrial Complexes. (e.g. Build factory in India (worth 3 IPC), now you can place up to 6 units in India with Work Smarter.) Leads to New Accounting.
    Row 2, Tier 2
    New Accounting (Increased Resources) – Requires Work Smarter. Receive additional income for every territory that you have owned since the start of your turn – 1 additional IPC for every 2 IPC original value, rounded up.
    Original IPC Value:  1, 2, 3, 4, 6, 8, 10, 12
    Additional Income:  1, 1, 2, 2, 3, 4,  5,  6

    Naval Technologies
    Row 1, Tier 1
    Better Naval Fuel (Faster Ships) – All ships now move at 3. Leads to Super Subs.
    Row 1, Tier 2
    Super Subs – Requires Better Naval Fuel. Converts all Submarines to Super Submarines (SSK). SSKs attack and defend at 3. Aircraft can only attack SSKs for 1 round, after which time SSKs are considered to be submerged and not attackable by aircraft. SSKs that are submerged may continue to attack or defend against ships in the same battle as the SSKs or may choose to break off contact and withdraw from battle.
    Super Submarines (SSK) (A3/D3/M3/C8)
    Row 2, Tier 1
    Post Treaty Ships (Better Ships) – Converts Battleships (BB) and Cruisers (CA) into Heavy Battleships (BBB) and Battle Cruisers (CC). BBBs use 2 dice each for attack and defense and take 3 hits to kill. CCs attack at 4 and defend at 4 and take 2 hits to kill (essentially, CAs become BBs). Leads to Bigger Holds.
    Heavy Battleship (BBB) (A4(x2)/D4(x2)/M2/C20/AAA value of 1 vs. 3 planes/3 Hit Ship)
    Battle Cruiser (CC) (A4/D4/M2/C12/AAA value of 1 vs. 2 planes/2 Hit Ship)
    Row 2, Tier 2
    Bigger Holds (Bigger Ships) – Requires Post Treaty Ships. Converts Aircraft Carriers (CV) and Transports (AKA) into Large Carriers (CVB) and Large Transports (AKB). CVBs attack at 1, defend at 4, and take 3 hits to kill. CVBs can carry 3 Fighters or 1 Bomber. AKBs have no attack, defend at 2, and take 2 hits to kill. AKBs can carry 5 foot units, 2 mech units, or 1 mech and 3 foot units.
    Large Carrier (CVB) (A1/D4/M2/C16/3 Hit Ship) (Carry 3 Fighters or 1 Bomber)
    Large Transport (AKB) (A0/D2/M2/C8/2 Hit Ship) (Carry 5 foot or 2 mech or 1 mech and 3 foot)

    And these are my technology results. After reviewing them again, they are perhaps set a tad high. (You get a +1, and you get a +1, and you…) As I suspect others will agree with me on this, so I’m going to do another post (Post 6a: New Research Tech for Classic, at a Lower Dose) with some down-powered technologies to comment on.


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