Thanks Barney I hope others will find my ideas useful. This definitely adds more strategy to the game and for me makes it more enjoyable.
Take care,
GH
Thanks Barney I hope others will find my ideas useful. This definitely adds more strategy to the game and for me makes it more enjoyable.
Take care,
GH
Yes but not on the A&A Global 40 Map. We have only tried it on the Global War 1939 Large Map. I will say that it has definitely made things very interesting. Once you get 3 labs you can really start turning out techs with the 12 sided dice. You definitely have to pay attention to what your opponents are researching :-) Everyone that I play with has really enjoyed using these rules. I can’t see why these rules couldn’t be used on the A&A Global 40 game board.
Here is what I use for my Oil Production Rules. They add bonus income which can be used for Research and Development, Purchasing more units, and Infrastructure development if desired. As a note I use the Global War 39 XL map in my games so some of the territories would need to be adjusted for an A&A Global 40 Map. I generally use the Bonus income for Research and Development to help build up my R&D Labs early in the game. This way I have a good chance getting some really helpful technologies mid game.
New Facilities
#1. Oil Derrick = +1 IPC
#2. Oil Refinery = +1 IPC
Oil Territories
Axis
Germany West Germany = Oil Derrick, Refinery
Germany Hungary = Oil Derrick, Refinery
Germany Romania = Oil Derrick, Refinery
Germany Argentina = Oil Derrick, Refinery
Italy Albania = Oil Derrick, Refinery
Japan Sapporo = Oil Derrick, Refinery
Total Domestic Bonus IPC = 12
Allies
USA Deep South = Oil Derrick, Refinery
USA Alaska = Oil Derrick, Refinery
USA Western = Oil Derrick, Refinery
USA San Francisco = Oil Derrick, Refinery
USA South West = Oil Derrick, Refinery
USA Mid West = Oil Derrick, Refinery
GBE Alberta = Oil Derrick, Refinery
GBE Upper Egypt = Oil Derrick, Refinery
GBP Bangladesh = Oil Derrick, Refinery
GBP Burma = Oil Derrick, Refinery
GBP Brunei = Oil Derrick, Refinery
Total Domestic Bonus IPC = 22
Comminturn
Caucasus = Oil Derrick, Refinery
Baku = Oil Derrick, Refinery
Uzbekistan = Oil Derrick, Refinery
Stalinbad = Oil Derrick, Refinery
North Sakhalin = Oil Derrick
Vladivostock = Refinery
Surgat = Oil Fields
Southern Kazahk = Oil Fields
West Siberia = Oil Fields
East Siberia = Oil Fields
Total Domestic Bonus IPC = 14
Neutrals
Southern Iran = Oil Derrick, Refinery
Iraq = Oil Derrick, Refinery
Venezuela = Oil Derrick, Refinery
Colombia = Oil Derrick, Refinery
Peru = Oil Derrick, Refinery
Mexico = Oil Derrick, Refinery
Poland Eastern = Oil Derrick, Refinery
Dutch East Indies Sumatra = Oil Derrick, Refinery
Dutch East Indies Borneo = Oil Derrick, Refinery
Dutch East Indies Java = Oil Derrick
Dutch East Indies Celebes = Oil Derrick
Total Domestic Bonus IPC = 20
Oil Derricks and Refinery Rules
#1. These units are fixed at game start and can’t be moved.
#2. These units can be strategically and tactically bombed. Three hit points renders these facilities inoperative.
#3. If the oil producing territory is captured it takes 2 turns for an Oil Derrick to start producing again and 3 turns for a refinery to produce again. The turns to full production are represented as hit point counters placed under facility same as other bombed facilities.
#4. Domestically produced Oil with a clear supply route to the Capital via land or Sea is produced at full production. However Domestic or Foreign produced Oil that doesn’t have a clear supply route to Capital is reduced to half capacity. The Exception is a territory with only an Oil Derrick or Refinery which will have no point value for that turn and again until a clear supply route is obtained.
I have been thinking about how to better implement Research and Development into the game. I think the tech IPC values can most definitely be changed up as well as implementing your own tech into the charts. Overall structure I think is good and gives the element of research and development more of a strategic factor vs blind luck. All the games I have played Research and development is rarely tried. I think this is a shame because Research and Development had so much to do with WWII. So here is my system use it abuse it improve it do with it what you like :-)
New Facility
#1. Research and Development Lab
The piece that I use to represent this facility is the Risk Arcadian Colony piece. These can be found in packs of 15 and are sized well for Axis and Allies game boards.
Research and Development Lab Rules
Once your nation has committed to Research and Development you will start your turn sequence with this as your new first phase in the turn order sequence. In order to start researching new technologies you first need to purchase a Research and Development Lab at a cost of (10) IPC. Research and Development Labs can be placed on any territory with a minimum IPC value of (1). Each Lab will gain you a single (12) sided dice that you role per turn. Each Research and Development technology has an IPC value associated. Before rolling your dice you must first declare what technology you are researching. In order to research multiple technologies you must purchase more labs. Each lab gives you the ability to research an additional technology per turn if desired. Once you have accumulated the necessary IPC value per your dice rolls you have developed your nations new technology and it can immediately be utilized. Research and Development Labs can be strategically and tactically bombed. Three hit points renders these facilities inoperative. Partially damaged facilities can still take part in Research and Development activities. If these facilities reach (3) hit points you will lose (1) turn before you can continue R&D at that specific facility. This means once the facility has been repaired via paying the required amount of IPC which is (1) PC per hit point you will not be able to use it until the next turn. All labs are independent facilities and treated separately.
Research and Development Technologies
Chart #1. Infrastructure
A. Increased Factory Production = Research Value is 30 IPC
B. Improved Shipyards = Research Value is 20 IPC
C. Improved Airbases = Your Air units are now -3 IPC cheaper to build. Research Value is 20 IPC
C. Radar = Research Value is 15 IPC
E. War Bonds = Research Value is 25 IPC
F. Improved Railways = Transport your land units anywhere within your territory that has a direct territory link during the non combat move phase. Research Value is 25 IPC
Chart #2. Military Air, Land, and Sea Technology
A. Advanced Artillery = Research Value is 15 IPC
B. Improved Mechanized Infantry = Research Value is 15 IPC
C. Heavy Tanks = Can now build Heavy Tanks. Heavy Tanks have 2 hit points. Research Value is 15 IPC
D. Super Submarines = Research Value is 20 IPC
E. Heavy Battleships = Can now build Heavy Battleships. Heavy Battleships double hit points. Research Value is 30 IPC
F. Improved Transports = Can now build Improved Transports. Improved transports doubles transport capacity. Research Value is 15 IPC
G. Jet Fighters = Research Value is 25 IPC
H. Long-Range Aircraft = Research Value is 20 IPC
I. Heavy Bombers = Research Value is 30 IPC
Chart #3. Nuclear and Missile Technology
A. Nuclear Fission Technology = First Nuclear tech. Research Value is 30 IPC
B. Heavy Water Technology = Prerequisite for Nuclear Fission Bomb. Research Value is 30 IPC
C. Nuclear Fission Bomb Technology = Can now build Nuclear Bombs at 30 IPC. Nuclear Bombs Destroy everything in a territory and are delivered by Strategic Bombers. Research Value is 30 IPC
D. Rockets = Initial Technology for your Rocket Program. Research Value is 15 IPC
E. Liquid Propellant Rocket Technology = Prerequisite for V2 Rocket Technology. Research Value is 20 IPC
F. V2 Rocket Technology = Increases your Rocket attack range to 8 spaces. Research Value is 25 IPC