FAQ and questions
Why set the price so low?
Initially the price was set at the trade value cost, either 2 Oil, 3 Iron or 5 OSR but that seemed too high. Perhaps one of each of the three is too low. However, it’s hard to find a middle ground for the cost because the potency of the techs themselves is still in flux.
Why have blue rolls count as wasted?
Axis and Allies technology has varied over time, with some editions awarding tokens for failures, and others awarding nothing. This hybrid makes tech seem more like an investment that has a risk associated, rather than a naked gamble.
How were the ratios for success decided?
Considering that Axis and Allies tech was only awarded on a 6. (17% chance) by using the three colors that show only once on the dice, Red, White, Black, that translates to a 3/12 chance of success. Or 1 in 4. Which is much better than the 1 in 6 chance. So technology may be more frequently gained, however, once one of the techs in a field of research has been gained, the likeleyhood of getting another falls to 2/12, back to 1/6. And to get all three of the techs in a field falls to 1/12. This will perhaps encourage players to bounce around and get a different tech in each of the 4 areas of research, rather than abusing one of them and gaining extremely strong combinations of techs, such as long range jet heavy bombers.
Lets talk techs?
In A&A Jets has usually just been a raw combat power increase, so enhancing your planes, with also a possibility of combat flexibility can reflect jets
Long Range Aircraft?
Pretty cut and dry I’d say
Also, typically a combat power boost, however bombers in War Room are already very potent in combat, so this reflects more superfortress type bombers. More machine guns and more survivability.
A tricky one, possible bonus to Port Advantage, however this gets messy to keep track of at friendly ports. Sticking closer to A&A as a cost reduction was a safe option.
Also, instead of a combat power boost (from 2 to 3) this is a survivability boost. Since yellow hits will be common this allows subs to soak more before they are destroyed, thus saving other subs. Perhaps this is too weak and they should also get more combat power?
Traditionally more an Air technology, War Room is too different. Radar equipped ground stations and Cruisers are what this tech can reflect. Allowing for a preemptive round of fire is a break from the mechanics of the game, but perhaps it works.
Basically a copy and paste from traditional A&A
A tough one, without blitzing in this game, or Mech infantry pieces, then what can this tech represent? Infantry units able to keep pace with tanks and protect them. Reflected by being able to take hits for them. This makes tanks even more survivable, which might be too strong, but the tech requires infantry nearby, so the hits are only transferred if you have them. So not actually that strong. Somewhat situational.
Another typically air tech, but a compromise. Limiting this to ONE command only, and a maximum of 4 paratroopers with 4 bombers prevents this from getting out of hand, and the units are vulnerable to yellow hits across 2 rounds of combat, however, can get some men into unexpected places.
War Bonds & Recycling?
One of the only techs with a name change to reflect that you are getting more resources not industrial production. Perhaps a bit too weak considering the investment that may have gone into it. Perhaps it should be 3 dice instead of only 2. This is a tweak that would require balance.
Again, difficult to reflect, required map considerations to check for ports as launchpads so that almost all powers have a use for this tech. (USA can use North Africa or Caroline Islands) considered having this be a temporary unit like a carrier token or arrow token that can be shot at like V1 rockets, however that might make the tech too weak, Though it does suck up an order slot, so it better at least have a shot at doing something.
Advanced Industry? again, somewhat cut and try translation of the A&A version.