1) During the production phase you may purchase technology dice. Each die costs one (1) of each resource: Oil, Iron, OSR. A player may buy as many dice as they wish, but may only achieve one breakthrough per turn. Rolls of RED, WHITE, or BLACK yield a breakthrough. Rolls of BLUE are forfeit as failures. Any other dice that were rolled and did not display a breakthrough color (YELLOW/GREEN or A COLOR YOU HAVE ALREADY ACHIEVED) are converted to "Scientist Tokens". (Place control markers or similar on your capital). In the event you roll more than one breakthrough color in the same turn, pick only one to achieve, and convert the other to a token. During any following production phase you will convert these tokens back into technology dice to be rolled, in addition to any others you purchase, following the same process as above.
Technologies only apply to units of YOUR faction.(Powers do not share technologies).
Technologies come into effect at the start of the NEXT game turn.
2) Areas of Research - Select ONE area of research per turn and roll all available research dice:
A] Air Technology
RED - Jet Engines - Your fighters (and carrier fighters) generate one more die of your choice in either combat stance. This may increase each fighter to 4 dice, or it may split them and become either 3/1 or 1/3.
WHITE - Long Range Aircraft - Your air commands may be ordered to move up to three spaces instead of only two. They may also rebase up to three spaces.
BLACK - Heavy Bombers - Your bombers roll one more die in the air battle step and treat their "damaged" box as if it was a "lightly damaged" box in both combat stances.
B] Naval Technology
RED - Advanced Shipyards - Up to two of the ships your purchase each turn cost one less Iron to produce.
WHITE - Super Subs - Your subs each absorb two yellow hits before being moved from the "Dive" box to "Destroyed".
BLACK - Radar - Your Blue units (Artillery and Cruisers) roll the dice they generate during the air battle step as a separate preemptive batch.. Assign these hits and remove air casualties accordingly.
C] Land Technology
RED - Advanced Artillery - Each of your artillery that is paired with one of your infantry adds one additional die to the surface battle step.
WHITE - Mechanized Infantry - Your infantry in either combat stance may take GREEN hits as if they had the "escort" special rule.
BLACK - Paratroopers - One of your air commands may contain infantry, limited to one infantry per bomber. If ordered to make an attack these infantry will be subject to YELLOW hits during the air battle step, then fight as if they has landed during an amphibious invasion.
D] Economic Technology
RED - War Bonds & Recycling - Roll two dice when collecting resources. Collect additional resources that match the colors rolled. Two GREEN dice reward a Civilian Good. BLACK and WHITE are wild.
WHITE - Strategic Rockets - You may launch one free and uncontested strategic attack per turn as an order against an enemy industrial area within three spaces of a port you control. This special attack rolls only two dice.
BLACK - Advanced Industry - Industrial areas you control count as having one more smokestack than normal. Also you may remove one bomb damage token from one territory you control for free each turn.
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.
For the other side of the equation, the massive industrial power of the USA led to them being able to buy the B-29 program (the most expensive one for the USA during the war) and the Manhattan Project. Midway-class supercarriers and B-36 bombers would have come online had the war lasted longer. What the Americans had to worry about was running out of manpower to deploy overseas.
Japan dabbled in some interesting ideas like the largest subs of the war, which could carry three aircraft, rocket powered planes used for suicide attacks and had their version of the Me-262, which was almost ready to go when the war ended. These were done at much lower cost than the USA's top programs so having the Japanese being able to set aside a small to moderate amount of resources for specialty weapons would be realistic.
How about the UK? They came up with the codebreaking that handled the Enigma machine. There was a jet which proved useful for chasing down V-1's. Special bombs like the 10000 pounders and dam busters, were in their arsenal. At the start of the war, the UK was the first nation to have a genuine integrated air defense system which used radar, so they would get this bonus deal to start the game..
For the Soviets, they built an entire city dedicated to building tanks. It was called Tankograd of course! The IL-2 Sturmovik was produced in large numbers. With their large population, manpower was not an issue but coming up with enough rifles was. It took American trucks coming in via Lend Lease to make the Red Army fully mechanized, which is a capability the German ground forces lacked. For the USSR, being able to get the "Industrial Production"-style tech is realistic but given they do not have the resource base of the USA, they should have to pick a couple points to focus on instead of being able to build the Red Army of the Seventies.
Some tech comes cheap. Some comes out not doing so well. Some would have been real game changers had the resources and time been available to deploy enough of the weapon. There is such a variety of tech that each nation came up with so having nation-specific tech lists to buy from would be true to the way the war was waged.
How much of what I wrote applies to War Room is unknown by me. However there is a chance that a seed or three has been planted for adding in real world tech with those which are normally out of bounds for each nation being available at a premium cost. Yes, the Kriegsmarine can have Fuhrer-class superbattleships of 120,000 tons but buying one will put a huge dent in steel available for armor, artillery and smaller ships. That will do more damage to the German war effort than 1000 plane raids!
P.S. Italy had excellent minisubs. Ask the HMS Valiant. They can pick some small tech item from their limited list to develop if they so desire.
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