@theduke:
historically rockets weren’t that good. too many of them missed their target for one reason or another. this is why rockets should be just a minor advantage and therefore a ‘cheap’ tech. IMO it should be 1) rockets 2) nuclear missile (not actually made during wwii, but possible)
remember that playtesting for revised came back with the conclusion that heavy rtl was ‘too good’ (meaning too powerful). why have a powerful tech as a ‘cheap’ stage 1 tech? mech inf might be weak enough to just switch them.
super dreads are too weak to be a stage 2 tech. rolling 2 dice is real good, but no one will ever have more than 3 of them on the board at 1 time, let alone using all 3 in battle every time.
IMO these techs need some work. :-D
They surely do need some work! What about the tech system? By the way the reasons for not having the Heavy RTL are so bad that they stinks!
The main reason is that one can not have a piece that give a better attack ratio than a INFs defense ratio - a Heavy RTL attack on 3 (+1 per matching INF) and cost 4IPCs were as an INF defends on a 2 and cost 3 IPCs!
Attack ratio for Heavy RTL is 3/4 IPCs > defense ratio INF is 2/3 IPCs
However one need to spend some 30 IPCs to get it! consider that and the ratio looks much different! In how many games do one buy more than 10 RTL? Noone! So If we consider one to buy 10 RTL and then develop Heavy RTL to the “risky” cost of 30 IPCs, then these RTL cost 5 IPCs each! The game designers missed these basics! An attack ratio of 3/5 is not as good as the defense ratio for an INF of 2/3. So it is a brilliant tech that all the playtesters to A&A:R did like, but got spoiled for wrong reasons. And the best of all it is a balanced tech, much more than many other of the techs in A&A:R!