Its my proposal tech which I make.
Tech land
- Paratroopers - standard
- AMI - Mechnized Infantry atack value +1 and may blitz
- Tank destroyes - when tank roll 1 you may choose enemy tank to destroy
- Prepared defense - in first round of attack artillery defends +1, in origininal territory and amphibius assalut all rounds
- Anti-tank weapons - For each 2 tanks, your infantry defends +2
- Heavy tanks - tank roll on attack +1 and defense +1
- Better armor - for each tank in first cyckle of combat one unit doesnt have a defend roll
- Assalut rifles - MI and Infantry atak +1 and defence +1
- Bunkers - reroll defence for infantry
- Advanced artillery - Your artillery can support up to 2 infantry or Mech infantry in an Attack.
- Panzer Assalut - If your attacking forces destroy all defending units in a territory in one cycle of combat, any of your surviving tanks in the attack may move 1 territory during the noncombat move phase that turn.
Naval tech
- Crusier ASW - crusier like a destroyer
- AAA for ships - AAA strike on ship
- Super Sub - standard
- Destroyer borbarment - destroyers can make a shore bombardment
- Super Battelship - attack 5 defence 5 cost 22 IPC
- Heavy Carriers - carrier can take3 planes
- Armored carriers - carrier have 3 hits to destroy
- Atomic reactor - capital ship move +1, repair out od naval base
- Immproved Naval bases - +1 move for all naval units
- Improved Transport - +1 capacility
- Save convoys - when attacking convoy defence is 1 destoryer and crusier
Air tech
- Drop fuel tanks - fighter when escorting + 2 move for fighters
- LRA - paratropers +1 move, all air units +1 move
- Rockets - standard
- Advance dive bombers - when roll 1 you chose unit to destroy
- Heavy bombers - standard
- Jet power- standard
- Airborne rockets - tactical bombers attack +1
- Guided missiles - when rolls of 1 in fighters you can chose air unit to destroy
- Armored bombers - strategic bomber defence +1 only AAA hits 1
- Improved Air bases - +1 move for air units
- Carpet bombing - two attacks in tactical and strategic
Eco Tech
- War bonds - standard
- Radar - standard
- Fift column - you may choose neutral country once per tur, and try to make coup on roll 1. If succeeded country becaome pro to your allience country
- Atomic bomb - you can do atomic bomb
- Grants - reroll resarch
- Mass production - third unit for half price
- Undergrund facilites - 2 hits for one hit point
- Improve shipyards -standard
10.Code Breakers - Roll to see which code was broken:
Allied Code Broken: 1-2 Russian/France, 3-4 British/Anzac, 5-6 USA/China
Axis Code Broken: 1-2 Japanese, 3-4 Italian, 5-6 German
defence +1 - Poison Gas cost 7 IPC roll how many ground unit cannot defence
- Mobilization - reduce cost by 1