Global 1940 TRO (Total Research Overhaul)
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The research system in Axis & Allies has always been one of the game’s most divisive and unsatisfactory features. It works like a casino slot machine. Techs are poorly balanced with one another. Many are useful only if you’re playing certain countries, and you have little to no control over which ones you end up with. Nothing prevents things like jet fighters or V-2 rockets from showing up on turn one. In short, it’s all luck and no strategy.
Many players have tried tweaking the system a bit (low luck dice, keeping tokens after failed attempts, letting you pick your techs), but the improvements from these fixes are marginal at best. A lot of other players just scrap the tech system and cut research out of their games altogether. That does away with the imbalances the out of the box system creates, but it also eliminates the fun factor the research system was intended to provide, which was the ability to shake up the gameplay dynamics with surprise changes. Tinkering around with the existing system is a dead end, in my opinion. Some of its worst aspects can be mitigated, but fundamentally, it’s just a bad system. If you want to have a good research system, you need to throw away the old one and build something new from the ground up, which is what I’ve set out to do here.
My writeup will be broken down into several sections. The first will explain my design goals and the architecture of the new research system I devised to achieve them. The second will detail the new and improved technologies list I compiled to fill out that framework. The third will be a section on nation-specific technologies and advantages.
Parts two and three will thus detail my own particular vision for the game. I’m hoping others will find it appealing as well, but I have no illusions that everyone is going to be a fan of all the choices I made. But even if you dislike some of the details I came up with there, the basic framework I am laying out in part one is still something that can be adopted and adapted to your liking.
Design Goals
The starting point for devising a new system was figuring out what it was intended to accomplish. Here was the list of goals I had in mind:-
Players should choose the techs they want; they should not be dispensed at random.
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There should still be an element of chance involved, but it should be less of a crapshoot than the current system.
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Research should still involve an investment of resources, but it should not be a feast or famine system that leaves players feeling angry when their money goes to waste on bad rolls.
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More impactful technologies should be harder to unlock, and techs which were historically late war developments should not be available right away.
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It would be nice if special rules like Japan’s kamikaze tokens and China’s Burma Road artillery could be integrated into the system.
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It would be cool if the concept of national advantages from earlier A&A editions could be integrated into the system.
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The system must be highly modular – one that allows players to add or remove as many techs as they want without breaking the system, and be easily adjustable in response to balance issues.
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The system should be compatible with the basic Axis & Allies Global 1940 map, but easily adaptable to other maps or scenarios.
I set to work on designing the new system and the techs for it largely with the tabletop game in mind. Whether everything I've come up with can actually be translated into the TripleA game engine is something I don't know yet - I've had no previous experience building mods for the game, but if there's enough interest in bringing this to life, I can try to learn it (and if anyone with more experience is interested in lending a hand, I would welcome their assistance).
For now though, I'd like to just get some feedback on the system and the techs, and see if there's anything that's going to need some major revision before going to the trouble of actually trying to build it.
Due to the length of the proposal, I'll be splitting it up across a few different followup posts.
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Part One: Research System Fundamentals
Here is the basic outline of how the new research system works.
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During the research phase on each of your turns, you will choose one technology that you are attempting to unlock.
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Each playable country has its own research level, which begins the game at Research Level 1. Your research level determines the number of dice you get to roll during an attempt to unlock a tech, which is 1 die per level – Research Level 1 rolls one, Research Level 2 rolls two, etc.
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Techs are now sorted into tiers, ranging from Tier 1 all the way up to Tier 4. In order to unlock a tech, you must roll a number of hits equal to its tier. A Tier 1 tech needs only one hit, a Tier 2 requires two hits, etc. All hits must be scored during the same roll on the same turn - you do not add up any hits you scored on previous failed attempts. Thus, Tier 1 techs are available to any country immediately from the start of the game, but it is impossible to research Tier 2 techs or higher without upgrading your research level first.
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Rolling your research dice is a free action that requires no IPC spending. After selecting the tech you are aiming for, you make one roll with the number of dice corresponding to your research level. If you roll the required number of hits for the technology’s tier, that tech is unlocked and takes effect immediately.
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Research dice score a hit on a roll of 4-6, not just on a 6.
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You can choose to upgrade your research level by one slot through spending the required number of IPCs. The cost of buying a new level starts out low, but doubles in price each time. Research Level 2 costs only 5 IPCs, but Level 3 costs 10, Level 4 costs 20, and Level 5 costs 40. Research level cannot be upgraded beyond Research Level 5.
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A research level upgrade can only be purchased after you have already chosen and rolled for a tech during the research phase. The upgrade thus takes effect the turn after it is purchased. If you spend 5 IPCs to move up to Research Level 2 during the first round of the game, you still roll only one die during that same research turn – you begin rolling with two dice from the second turn onward.
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After purchasing a research level upgrade, a one turn cooldown is necessary before research level can be upgraded again. If you buy Research Level 2 during the game’s opening turn, you must wait until Turn 3 to buy Research Level 3.
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Only nations that are both at war and in control of their own capital are allowed to upgrade their research level. The United States and the Soviet Union may still roll for a Tier 1 tech each turn while at peace, but cannot advance to Research Level 2 or beyond until they enter the war. If a nation loses control of its capital, it immediately drops to Research Level 1 (rolling only one die per turn for Tier 1 techs) and cannot purchase further upgrades while occupied. Any higher-tier technologies previously unlocked remain fully in effect. Upon liberation of its capital, the nation's original Research Level is restored, and the ability to purchase new upgrades is regained.
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The UK’s European and Pacific halves are treated as one nation for the purposes of research. They share the same research level, make one joint technology roll per turn, and any techs they unlock take effect in both hemispheres. The UK player may split the cost of a research level investment between their economies as they please (i.e. 3 from Europe and 2 from the Pacific for an advance to Research Level 2). The UK treats its capital on the European map as its capital for all research purposes - it falls to Research Level 1 and loses the ability to buy new levels if the Axis controls its western capital, even if India remains independent. If you are playing with Britain’s national exclusive techs, the rules specified by “British Commonwealth” take effect if the UK’s capital falls.
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China begins the game at Research Level 1 but does not take part in the research system — it cannot roll for techs or upgrade its research level. It does, however, receive any Chinese national exclusive techs associated with Research Level 1, if you are choosing to play with those.
Those are the rules. Now let’s run through the mathematics on the new system, since the probabilities work out very differently from those of the old system. While an element of luck and uncertainty remains, it is much less than that of the original game’s. Your spending will be rewarded much more reliably, and you will even unlock quite a few things if you choose to spend little or even nothing - just not as much as someone who does make a larger investment.
My system has four tech tiers in total. I have laid out the probabilities of successfully unlocking a tech from that tier at each research level below, based on the rules of each research die having a 50% chance of scoring a hit and all required hits having to be scored in the same round.
TIER 1 TECH
Research Level 1: 50%
Research Level 2: 75%
Research Level 3: 88%
Research Level 4: 94%
Research Level 5: 97%TIER 2 TECH
Research Level 1: 0%
Research Level 2: 25%
Research Level 3: 50%
Research Level 4: 69%
Research Level 5: 81%TIER 3 TECH
Research Level 1: 0%
Research Level 2: 0%
Research Level 3: 13%
Research Level 4: 31%
Research Level 5: 50%TIER 4 TECH
Research Level 1: 0%
Research Level 2: 0%
Research Level 3: 0%
Research Level 4: 6%
Research Level 5: 19%And here is a quick chart of the costs for raising your research level:
Level 1 - Cost: 0 (Cumulative: 0)
Level 2 - Cost: 5 (Cumulative: 5)
Level 3 - Cost: 10 (Cumulative: 15)
Level 4 - Cost: 20 (Cumulative: 35)
Level 5 - Cost: 40 (Cumulative: 75)Thus, over the course of 12 turns, a player who spends nothing at all and remains on Research Level 1 the whole time will likely develop around six Tier 1 technologies. A Research Level 2 upgrade costs only 5 IPCs and will let you end up with around three more Tier 1 techs over that same timespan if you continue to focus on Tier 1 – or allow you to gamble on a couple of Tier 2’s instead. At that price, level 2 is a great investment for everybody. The onetime payment of half your income for a turn if you’re Italy or Australia may hurt a bit, but you will definitely reap a return on your investment - as opposed to the out of the box model, where buying one research dice probably gets you nothing and is an absolute waste. At a price of 10 IPCs, level 3 becomes a very hard choice for those minor powers, requiring a full round of their starting income (and middle income powers like the UK and the USSR may also have to weigh the choice carefully). If you do make that sacrifice, however, you are now favored to unlock a Tier 2 tech every other turn, or a Tier 1 on almost every turn. Level 4 at 20 IPCs prices out the minor powers unless they’re doing particularly well, and will hurt for all but the richest of countries. At this level, the odds of unlocking a Tier 3 tech go up to about 1 in 3. Level 5 will likely be unaffordable to all but the US and either Germany or Japan if they are dominating their particular halves of the board, and is only really a good investment if you are intent on unlocking a Tier 4 tech, which in my tech system is the Atomic Bomb - more on that later.
While figuring out exactly which tech is balanced at which tier will probably be a matter of endless debate, the four tier system offers a pretty straightforward logic for where they should be assigned:
Tier 1: Low impact / early war
Tier 2: Medium impact / mid war
Tier 3: High impact / late war
Tier 4: Game breaking / end warOne thing that is clear from my math here is that players will be unlocking a lot more technologies over the course of a game than they ever would under the standard system. I designed it this way to be able to accommodate a much larger list of techs than the 12 that come with the game by default – my full list will be detailed in part two, but includes over 40 of them.
If you want to adopt my research system but stick to a leaner tech list (the default 12 or maybe just the 12 with a few extras), adjust the rules so that dice only score a hit on a 5 or a 6. That will slow the rate of tech acquisition down and help prevent every player from unlocking most or all of your smaller tech tree within the course of a game.
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Part Two: The Universal Tech Tree
This section details the various technologies that will be available to all nations eligible to participate in the research system. Most of the techs from the vanilla game appear on this chart, sometimes with slight modifications. I’ve adapted many of the others from options that appeared in the TripleA Global 1940 House Rules scenario, some with a few changes. And then there are plenty that were my own inventions.
The universal tech tree adds a number of new units to the game’s roster: Militia, Marine, Elite Infantry, Assault Gun, Heavy Tank, Armored Train, Bunker, Air Transport, Escort, Escort Carrier, and Atomic Bomb, each of which will be detailed in their own tech entry (and most of these will be familiar to those who’ve played TripleA House Rules).
Unit Changes
Before we proceed to the tech tree, let’s go over some of the changes I made to the profiles of the game’s default units.
AA Gun – The AA gun can move during combat turns and be taken as a casualty in combat, but still has no normal attack or defense value.
Strategic Bomber – The strategic bomber’s attack value in normal combat has been reduced to 2.
Transport Ship – The transport’s movement allowance has been reduced to 1, and its cost has been reduced to 6 (the speed can be increased to 2 with Fast Transports tech).
Submarine – The submarine’s movement allowance is reduced to 1, and its cost increased to 7 (the speed can be increased to 2 with Fast Submarines tech).
Destroyer – The destroyer’s ASW ability can suppress the abilities of only one enemy submarine at a time (Sonar tech can raise the limit to 2).
Battleship – The battleship’s cost is reduced to 18.
Aircraft Carrier – The aircraft carrier is a 1 HP unit (Armored Flight Decks tech can raise it to 2).
Both the Battleship and the Aircraft Carrier now require a two turn process to construct. During the “Mobilize New Units” phase of the turn in which it was ordered, an incomplete Battleship Hull or Carrier Hull piece is ordered at half the ship’s full value (8 IPCs for the Carrier, 9 IPCs for the Battleship) and placed on the map. The Hull cannot move and has no combat value, relying on other units to protect it. If the Hull is attacked, it is treated like a Transport Ship; it stays out of combat while other units fight and cannot be taken as a casualty, but is destroyed if all friendly units are lost (or none were present to begin with). During the Purchase Units phase on the following turn, the Hull can be turned into a finished Carrier or Battleship by spending the remainder of the required IPC value. The Hull will then be replaced by the completed unit during that second turn’s Mobilize New Units phase. If you do not follow through with the second round purchase, the Hull remains on the map incomplete until you are able to finish paying for construction, or until the enemy has destroyed it. You can only upgrade a Hull to a completed unit if it was placed on the map; no cheesing the system by leaving it in the production queue. A player may choose to complete a Battleship Hull as an Aircraft Carrier if they want, but a Carrier Hull cannot be completed as a Battleship. The Shipyard Improvements tech will accelerate the process by allowing the upgrade to a completed ship to take place at the end of the second turn’s Purchase and Repair Phase instead of the Mobilize New Units phase, which allows the ship to be ordered into action immediately during that turn’s Combat Movement phase.
Tier 1 Techs
- Airborne Operations
- Amphibious Operations
- Close Air Support
- Combined Arms Tactics
- Destroyer Bombardment
- Destroyer Escorts
- Escort Carriers
- Escort Fighters
- Fleet Operations
- Improved Interceptors
- Night Fighters
- Prime Movers
- Self-Propelled Artillery
- Special Forces
- Submarine Wolfpacks
- Torpedo Bombers
Airborne Operations
Airborne Operations unlocks the Air Transport unit for purchase.
Unit Profile: Attack 0 | Defense 0 | Movement 5 | Cost 6The Air Transport can load one infantry-class unit (Infantry, Militia, Marine, or Elite). Loading takes place during the Combat Move or Non-Combat Move phase. The Air Transport must start its turn in, or fly into, a friendly territory containing the desired infantry unit, load it, and fly to its destination.
The Air Transport can execute a combat drop by flying into an enemy territory during the combat phase. If enemy Fighters (or Tactical Bombers with Night Fighters tech) are present in the territory, a one-round air battle is triggered under the normal interception rules for a strategic bombing raid (any Fighters accompanying the Air Transport will take part in the air battle as escorts under those same rules). If enemy AA Guns are present in the territory, the Air Transports will take one round of fire from them (following the air battle, if both AA Guns and interceptors were present). If any Air Transports are shot down by anti-aircraft or interceptor fire, the unit they were carrying is destroyed as well.
After any air battles or AA fire are resolved, surviving Air Transports will unload their units to carry out a battle on the ground. The Air Transport does not take part in the land battle, but any Fighters that took part in a preceding air battle as escorts may also fight in the land battle.
Units delivered into battle via Air Transport have no retreat option and must fight until they win or die. Militia units can be loaded into Air Transports, but cannot be used in combat drops due to their 0 Attack value; they can only be delivered to a friendly territory via noncombat movement. Marines can be used for a combat drop, but are ineligible to receive their +1 amphibious attack boost when doing so, even if you are dropping them into a territory you are simultaneously targeting with an amphibious invasion. Elite Infantry fight with an increased attack value of 3 during the first round of battle when dropped into combat, reverting to their normal 2 in all subsequent rounds.
Amphibious Operations
Amphibious Operations unlocks the Marine unit for purchase.Unit Profile: Attack 1 (2) | Defense 2 | Movement 1 | Cost 4
The Marine’s standard attack value is 1, but its attack value increases to 2 when taking part in an amphibious assault landing. Only Marines unloading into battle from a naval unit can receive the bonus; it does not apply if they invade a coastal zone from a neighboring land territory or are combat dropped from an Air Transport.
Marines are not eligible to receive support from Artillery or Assault Guns, but they can receive a +1 attack boost from Tactical Bombers if Close Air Support is researched, which can also stack with their amphibious attack boost to raise their attack value during a landing to 3.
Marines load into Transport Ships at the same rate as standard Infantry. They also have the unique ability to load into Cruisers or Battleships and utilize them as transports at the rate of one Marine per ship.
Close Air Support
Close Air Support allows the Tactical Bomber to provide support to friendly infantry units in a similar manner to Artillery. Each Tactical Bomber participating in an offensive land battle can pair with a single Infantry, Marine, Elite, or Mechanized unit to provide that unit a +1 attack bonus. Infantry, Marines, and Mechanized will attack at a value of 2, and Elites at a value of 3.The Close Air Support bonus cannot stack with a support boost from Artillery or Assault Guns, or with the Elite’s support boost from Tanks. Close Air Support does not stack with the Elite’s +1 first round bonus during an airborne assault, but it does allow the Elite to continue attacking at 3 during subsequent rounds when a Tactical Bomber is present to support it. Close Air Support does stack with the Marine’s amphibious landing boost, allowing Marines to attack at a 3 during an amphibious assault.
Combined Arms Tactics
Combined Arms Tactics allows Mechanized Infantry to support a friendly Tank or Heavy Tank with a +1 attack bonus during the first round of an offensive battle. Each Mechanized Infantry can pair with one Tank or Heavy Tank, boosting the attack of a Tank to 4 or a Heavy Tank to 5 during the first round of combat. The Tank or Heavy Tank then reverts to its normal attacking value on subsequent rounds. Combined Arms Tactics provides no bonus in defensive battles.Destroyer Bombardment
Destroyer Bombardment unlocks the shore bombardment ability for Destroyers. The bombardment shot follows the same rules as the ones for the Cruiser or Battleship, although the Destroyer’s attack value when firing a bombardment round is 2.In addition, if the Destroyer Escorts technology has been researched, each Destroyer gains the ability to provide support to a single friendly Escort. An Escort accompanied by a Destroyer has its attack value raised from 0 to 1 during an offensive battle.
Destroyer Escorts
Unlocks the Escort unit for purchase.
Unit Profile: Attack 0 | Defense 1 | Movement 1 | Cost 5The Escort is an ASW unit like the Destroyer. It can suppress the abilities of a single enemy Submarine by default. If the technology Sonar is researched, the Escort is able to suppress two enemy Submarines at a time.
The Escort has no attack value by default, but may enter an offensive battle and be taken as a casualty. The Escort has its attack value boosted to 1 if it is paired with a friendly Cruiser (one Cruiser can provide support to one Escort). If the technology Destroyer Bombardment is researched, Destroyers may also pair with Escorts to provide the same +1 attack bonus. The support bonuses from Cruisers and from Destroyers with Destroyer Bombardment tech cannot stack with each other; an Escort can only take advantage of one or the other at a time.
Escort Carriers
Unlocks the Escort Carrier unit for purchase.
Unit Profile: Attack 0 | Defense 1 | Movement 1 | Cost 9The Escort Carrier has the capacity to base one Fighter or Tactical Bomber at a time, utilizing the same rules as a standard Aircraft Carrier. The Escort Carrier is also an ASW unit like the Destroyer. It can suppress the abilities of a single enemy Submarine by default.
If the technology Sonar is researched, the Escort Carrier is able to suppress two enemy Submarines at a time.
Escort Fighters
Enables Fighters assigned as escorts during strategic bombing raids or airborne assaults to attack with a value of 2.Fleet Operations
Cruisers will now receive support from Battleships in combat when paired together. Cruisers supported by a Battleship will attack, defend, and conduct bombardments at a value of 4. A Battleship can provide support to only one friendly Cruiser at a time.Improved Interceptors
Improved Interceptors raises the attack value of Fighters to 2 when conducting an interception mission against an enemy bombing raid or airborne attack.If the technology Night Fighters has also been researched, Tactical Bombers will continue to have a base attack value of 1 during interception missions. However, each Fighter can pair with a single Tactical Bomber during an interception mission to provide a support bonus. A Tactical Bomber with Night Fighters tech and a Fighter supporting it gains an attack value of 2 during interception missions.
If the technology Jet Fighters is researched, the bonus from Improved Interceptors will stack with it and elevate the Fighter’s attack value to 3 during interception missions.
Night Fighters
Night Fighters will allow the Tactical Bomber to be used as interceptors when defending against enemy bombing raids or airborne assaults, with a base attack value of 1 during these missions.If the technology Improved Interceptors has also been researched, Tactical Bombers will continue to have a base attack value of 1 during interception missions. However, each Tactical Bomber can pair with a single Fighter during an interception mission to receive a support bonus. A Tactical Bomber with Night Fighters tech and a Fighter supporting it gains an attack value of 2 during interception missions.
Prime Movers
Prime Movers permits the Mechanized Infantry to tow Artillery or AA Guns an extra movement space. A Mechanized can pair up with a single Artillery or AA Gun if they start in the same territory and allow the gun to move through two territories. The towed piece must accompany the Mechanized to the same destination.Prime Movers may not be used to bring Artillery or AA Guns along into a blitz attack. The first move must be through a friendly territory.
Self-Propelled Artillery
Unlocks the Assault Gun unit for purchase.
Unit Profile: Attack 2 | Defense 2 | Movement 2 | Cost 5The Assault Gun is capable of launching blitz attacks and provides the same +1 artillery support boost to Infantry as the standard Artillery. The Assault Gun’s defense value is boosted to 3 when it is paired with a friendly Tank.
If the Tank Destroyers technology is researched, the Assault Gun receives a single pre-battle shot against enemy Tank or Heavy Tank units during defensive battles, with an attack value of 2.
If the Advanced Artillery technology is researched, the Assault Gun is allowed to support up to 2 friendly Infantry units during an attack.
Special Forces
Unlocks the Elite Infantry unit for purchase.
Unit Profile: Attack 2 | Defense 2 | Movement 1 | Cost 5Elite Infantry load into transports at the same rate as standard Infantry. Elite Infantry do not receive an attack bonus from Artillery or Assault Guns, but they do receive a +1 movement bonus and the ability to blitz when paired with a friendly Tank.
Elite Infantry attack at a value of 3 during the first round of combat when conducting an airborne assault, reverting to their normal value of 2 on subsequent rounds.
If Close Air Support has been researched, Elite Infantry gain an attack value of 3 when paired with a Tactical Bomber (it does not stack with their first round boost during an airborne assault, but it does allow them to continue attacking at 3 on subsequent combat rounds).
Submarine Wolfpacks
Submarine Wolfpacks allows Submarine units to deal more damage through convoy disruption. Convoy disruption damage is still calculated through the normal procedure (roll 2 dice, discard results over 3, add up results 3 and under) but an extra +1 is added to the final result. In addition, the cap on IPC losses that convoy disruptions can inflict on a single territory is raised by 2 IPCs.Torpedo Bombers
Torpedo Bombers allows Tactical Bombers to launch a single pre-emptive torpedo strike during a battle against enemy naval units under similar rules to a Submarine’s surprise strike ability. The Tactical Bomber’s torpedo attacks at a value of 2, and any damage from a successful strike is inflicted prior to the start of the battle. Submarines and air units are immune to torpedo strikes from Tactical Bombers.Each Fighter unit present in the enemy force suppresses the attack value of one attacking Tactical Bomber during a torpedo strike. A suppressed bomber’s torpedo attack value is reduced to 1.
If Tactical Bombers participate in a battle where Submarines are present as well, the Tactical Bombers will launch and resolve their torpedo attacks before the Submarines take their surprise turn.
If the enemy has researched Naval Gun Directors, any AA fire from Cruisers and Battleships will take place before the torpedo strike is launched, with successful hits downing the Tactical Bombers and preventing them from launching a torpedo.
Tier 2 Techs
- Anti-Aircraft Radar
- Armored Flight Decks
- Armored Trains
- Deep Conscription
- Destroyer Transports
- Dual Purpose Guns
- Fast Transports
- Fast Submarines
- Flying Fortresses
- Industrial Advancements
- Modern Fortifications
- Naval Gun Directors
- Rocket Artillery
- Salvage Teams
- Siege Howitzers
- Sonar
- Tank Destroyers
- War Bonds
Anti-Aircraft Radar
Anti-aircraft fire from both AA Guns and facilities will now hit on a 2 as well as 1. Same effect as the default Radar tech.If the Naval Gun Directors technology is also researched, Anti-Aircraft Radar’s bonus will apply to anti-aircraft fire from ships as well.
Armored Flight Decks
Armored Flight Decks transforms the Aircraft Carrier into a 2 HP unit. All existing and future Aircraft Carriers immediately receive the effect of this bonus upon research. Escort Carriers are not affected.Armored Trains
Unlocks the Armored Train unit for purchase.
Unit Profile: Attack 0 | Defense 3 | Movement 3 | Cost 9The Armored Train is a 2 HP unit that moves only through friendly land territories on non-combat turns. The Armored Train has similar movement restrictions to aircraft – it may not end its turn in a territory that was just taken from the enemy during the combat phase on the same turn. It must wait until the following turn in order to enter the newly won territory.
The Armored Train is a land transport with the same capacity as the naval Transport – it may load up to two infantry-class units (Infantry, Marines, Elites, or Militia), or one of them plus one heavy unit (Mechanized, Artillery, AA Gun, Assault Gun, Tank, or Heavy Tank). These units must have at least 1 unused movement point left to load into the Armored Train. Units loaded into an Armored Train are automatically unloaded once the Train arrives at its destination.
Armored Trains that take a point of damage in battle and survive must return to a friendly territory with a Minor or Major Factory in order to repair. They will be restored to full hit points at no cost during the owning player’s next Purchase and Repair Units phase if they begin the turn in a zone with a friendly factory. Armored Trains are not permitted to load into Transport Ships or Air Transports.
Deep Conscription
Unlocks the Militia unit for purchase.
Unit Profile: Attack 0 | Defense 1 | Movement 1 | Cost 2Militia are able to move during the combat phase, take part in offensive battles, and capture undefended enemy territories. They have no combat value when attacking, but can be taken as casualties.
Militia can be loaded onto Transport Ships, Air Transports, or Armored Trains at the same rate as standard Infantry, but are not allowed to take part in amphibious invasions or airborne assaults. Militia cannot receive support from Artillery or any other units that give support boosts to standard Infantry.
Militia production is capped to a limit of 12 per nation. Once the cap has been reached, further purchases of Militia are unavailable until some of the existing Militia on the map have been eliminated from play.
Destroyer Transports
Destroyer Transports permits the Destroyer to load and carry one infantry-class unit (Infantry, Marine, Elite, or Militia), following the same rules as a Transport Ship.If the technology Destroyer Bombardment has been researched, Destroyers unloading a unit into an amphibious invasion are also permitted to fire their bombardment shot, so long as they were not involved in a naval battle during the same turn.
Dual Purpose Guns
Dual Purpose Guns allows the AA Gun to fire pre-emptive anti-tank (AT) shots at enemy tanks when taking part in a defensive battle. AA Guns cannot fire AT shots when they are part of an attacking force. During the pre-combat phase, each AA Gun assigned to anti-tank duty will fire an AT shot at up to 3 enemy Tank or Heavy Tank units. AT fire has an attack value of 1, and any hits scored will be inflicted as damage immediately prior to the start of the battle. AA Guns cannot fire against both tanks and aircraft during the same battle – the owning player must assign them to one role or the other before any dice are thrown. If multiple AA guns are present in the same territory, the owning player may choose to assign some of them to AA and some to AT duty.Fast Transports
Increases the movement allowance of the Transport Ship to 2.Fast Submarines
Increases the movement allowance of the Submarine to 2.Flying Fortresses
Makes the Strategic Bomber highly resilient against anti-aircraft fire. Whenever an anti-aircraft shot from an AA Gun, facility, or ship with Naval Gun Directors scores a hit against a Strategic Bomber, a second roll is required in order to confirm the damage. If the AA unit scores another hit on the confirmation roll (it has the same attack value as it did on the first roll), the Strategic Bomber is shot down and destroyed. If the confirmation roll is a miss, the Strategic Bomber survives without damage, but it must abort its mission without striking the target.Flying Fortresses has no effect against hits from Fighters (or Tactical Bombers with Night Fighter tech) on interception missions – any hits scored by them remain an instant kill. Flying Fortresses also has no effect on hits taken during normal combat.
Industrial Advancements
Raises the unit deployment limit for a Major Factory from 10 to 12, and for a Minor Factory from 3 to 4. In addition, Industrial Advancements allows facility damage from strategic raids to be repaired at half cost (1 IPC fixes 2 points of damage). In the case of odd damage points, the cost is rounded up to the next whole number (i.e. a factory with 7 points of damage costs 4 IPC to fully restore). Same effect as the default “Increased Factory Production” tech.Modern Fortifications
Unlocks the Bunker unit for purchase.
Unit Profile: Attack 0 | Defense 2 | Movement 0 | Cost 5The Bunker is an immobile defensive unit with 2 HP. Bunkers can be placed in a friendly territory where the purchasing player has at least one Infantry, Marine, Elite, Militia, or Mechanized unit present. Bunkers are built as facilities, but treated as land units in normal combat (any references to effects on land units apply to Bunkers).
Bunkers have a defense value of 2 by default, but this value is boosted to 3 when a friendly Infantry, Marine, Elite, Militia, or Mechanized takes part in the same battle. If multiple Bunkers are present in the same territory, each of them must receive support from a different infantry unit; if there are fewer of these units than there are Bunkers, the remaining Bunkers fight unsupported at a value of 2.
Only one Bunker can be constructed per territory per turn. The number of Bunkers a territory can support is capped at its IPC value (i.e. 3 Bunkers maximum for a 3 IPC territory), with a minimum limit of 1 - allowing one Bunker to be placed in 0 value territories.
Bunkers that take damage during a battle but survive will be repaired at no cost during the Purchase and Repair Units phase of the owning player’s next turn if the owning player has at least one Infantry, Marine, Elite, Militia, or Mechanized present in the same territory. If no such units are present at the start of the turn, the damage remains unrepaired.
Bunkers can also be targeted in strategic bombing raids by both Tactical and Strategic Bombers. Damage from strategic bombing raids does not reduce the Bunker’s HP in normal combat, but once a Bunker has accumulated 3 points of damage, it loses the ability to defend on a 3 when supported by infantry until it has been fully repaired again. If a Bunker accumulates 6 or more points of damage from strategic bombing, it is destroyed outright.
Naval Gun Directors
Naval Gun Directors allows Cruisers and Battleships to fire a pre-emptive volley of anti-aircraft shots at enemy planes prior to normal combat during a naval battle. The AA fire from Naval Gun Directors follows similar rules to normal AA gun fire. Each Battleship or Cruiser will fire an AA shot at one enemy air unit, with an attack value of 1.If the enemy has researched Torpedo Bombers, the AA fire from Naval Gun Directors will take place before the enemy’s pre-battle torpedo strike.
If the technology Anti-Aircraft Radar has also been researched, the ships will now conduct AA fire with an attack value of 2.
If the technology Super Carriers has been researched, the Aircraft Carrier will also receive the AA fire ability. The Aircraft Carrier will fire a shot at one enemy plane, with the same attack value as a Cruiser or Battleship (1 by default, 2 with Anti-Aircraft Radar).
Rocket Artillery
Rocket Artillery provides the Artillery unit an attack boost during offensive battles. Artillery taking part in an invasion of enemy territory will now attack on a 3 during the first round of the battle. Its attack value then reverts to the normal 2 on all subsequent combat rounds.Salvage Teams
After taking part in an offensive battle in which you have won and destroyed at least one enemy Tank, Salvage Teams adds one Tank unit to the player’s production queue, which can be placed for free during the Mobilize New Units phase on the same turn. Only one free Tank per turn can be obtained through the use of Salvage Teams, even if multiple battles against enemy Tanks are won. No other units (including the Heavy Tank) are eligible for capture through Salvage Teams.Siege Howitzers
Allows the Artillery unit to fire pre-combat bombardment shots against enemy Bunkers during offensive battles. When attacking a territory protected by enemy Bunkers, each Artillery may fire a bombardment shot at up to two separate Bunkers, with an attack of 1. Any hits scored are inflicted as damage immediately. The Bunker is a 2 HP unit, so the best any lone Artillery can do is damage them, but multiple Artillery pieces working together can destroy a Bunker outright if two or more manage to land a hit.Assault Guns do not receive the Siege Howitzers ability.
If the Advanced Artillery technology has been researched, bombardment shots against Bunkers from Siege Howitzers will now have an attack value of 2.
Sonar
Sonar enables all ASW units (Destroyers, Escorts, and Escort Carriers) to suppress the special combat abilities of up to two enemy Submarines at a time.Tank Destroyers
Tank Destroyers permits the Assault Gun to fire a pre-combat anti-tank shot during defensive battles when facing enemy Tanks or Heavy Tanks under similar rules as an AA Gun with Dual Purpose Gun tech. The Assault Gun fires a single AT shot, with an attack value of 2. Any hits scored are inflicted as damage immediately. AT fire may not be used when the Assault Gun is part of an attacking force.Requires the Self-Propelled Artillery technology as a prerequisite.
War Bonds
During your Collect Income phase, roll a die and collect that many additional IPCs. Same effect as the default “War Bonds” tech.Tier 3 Techs
- Advanced Artillery
- Heavy Bombers
- Heavy Tanks
- Heavy Transports
- Jet Fighters
- Long Range Aircraft
- Shipyard Improvements
- Strategic Rockets
- Super Battleships
- Super Carriers
- Super Submarines
- Total War Economy
Advanced Artillery
Advanced Artillery upgrades the Artillery and Assault Gun, allowing each of them to provide their support bonus to two Infantry units instead of just one. Modified version of the default “Advanced Artillery” tech.If the Siege Howitzers technology has been researched, Artillery gain an attack value of 2 when targeting Bunkers with pre-battle bombardment shots.
Heavy Bombers
Strategic Bombers get a significant attack boost. On strategic bombing raids, they roll two dice and select the higher value roll as their damage value. In normal combat, the Strategic Bomber has two attack rolls. Modified version of the default “Heavy Bombers” rule.If the Atomic Bomb technology has been researched, Heavy Bombers has no effect on rolls during atomic bomb strikes.
Heavy Tanks
Unlocks the Heavy Tank unit for purchase.
Unit Profile: Attack 4 | Defense 4 | Movement 1 | Cost 9The Heavy Tank is a 2 HP land unit. The Heavy Tank shares the Tank’s ability to boost a Tactical Bomber’s attack to 4 and an Assault Gun’s defense to 3. The Heavy Tank does not have the ability to blitz.
If a Heavy Tank is damaged in battle but survives, it will be repaired to full strength at no cost during the Purchase and Repair Units phase of the owning player’s next turn.
Heavy Transports
Heavy Transports expands the capacity of all transport units. Transport Ships are now able to load up to three infantry-class units (Infantry, Marine, Elite, or Militia) or two infantry-class units plus one heavy unit (Mechanized, Artillery, AA Gun, Assault Gun, Tank, or Heavy Tank).If the Armored Trains technology has been researched, the Armored Train’s capacity is raised to the same limit as the heavy Transport Ship.
If the Airborne Operations technology has been researched, the Air Transport is permitted to carry two infantry-class units (Infantry, Marine, Elite, or Militia).
Jet Fighters
Substantially upgrades the combat performance of the Fighter. Fighters now have an attack value of 4. When defending a territory containing a friendly Air Base, the Fighter’s defense value is boosted to 5. Fighters also gain a +1 attack value boost during interception missions (their combat as interceptors is now 2, or 3 if the Improved Interceptors technology has also been researched). Jet Fighters do not gain any performance boost when fighting on escort missions. Modified variant of the default “Jet Fighters” tech.Long Range Aircraft
The movement allowance of all air units is increased by 1. The Fighter and the Tactical Bomber have a base range of 5, the Air Transport has a range of 6, and the Strategic Bomber has a range of 7. In addition, Air Bases now provide a +2 movement bonus to air units taking off from the same territory, instead of the normal +1. Modified variant of the default “Long Range Aircraft” tech.Shipyard Improvements
Shipyard Improvements reduces the cost of all naval units and accelerates the construction of capital ships. Modified variant of the default “Improved Shipyards” technology. The prices of lighter naval units are reduced by 1, and heavier units by 2. The new construction costs are listed below.
Escort: 4
Transport: 5
Submarine: 6
Destroyer: 7
Escort Carrier: 8
Cruiser: 10
Aircraft Carrier: 14
Battleship: 16The cost of the Aircraft Carrier and Battleship continues to be split in half between the two turns of their construction (7 / 7 for the Carrier and 8 / 8 for the Battleship). Construction of the Carrier and Battleship still takes two turns with Shipyard Improvements, but the unit is completed on the Purchase and Repair Units phase of the second turn instead of the Mobilize New Units phase, allowing it to be used immediately instead of having to wait a third turn to send it into action.
Strategic Rockets
Each Air Base can now conduct one strategic bombing attack per turn against enemy factories or bases up to four spaces away, dealing one die roll of damage. Rockets cannot be fired over neutral territories. Same effect as the default “Rockets” tech.Super Battleships
Battleships become a 3 HP unit. The effect is applied to all existing Battleships as well as new construction. If any currently owned Battleship units are damaged, the upgrade still takes effect, with the unit sustaining its current 1 HP of damage (thus, it is now at 2 HP until repaired back up to its full 3).Super Carriers
Super Carriers allows the Aircraft Carrier to accommodate up to three Fighters or Tactical Bombers on its deck. Escort Carriers are not affected.If the Naval Gun Directors technology has been researched, the Aircraft Carrier will receive the ability to fire an AA shot when attacked by enemy aircraft. The Aircraft Carrier will only fire a shot at one enemy plane, with a default attack value of 1. The attack value of the AA shot increase to 2 if the Anti-Aircraft Radar technology has also been researched.
Super Submarines
Increases the attack value of Submarine units to 3. If the Submarine Wolfpacks technology has also been researched, the damage bonus on convoy disruption rolls increases from +1 to +2. Modified variant of the default “Super Submarines” tech.Total War Economy
Significantly reduces the cost of building new facilities. The cost of a building a new Major Factory is reduced to 20 IPCs (from 30), and a new Minor Factory to 10 IPCs (from 12). The cost of upgrading a Minor Factory into a Major Factory falls to 12 IPCs (from 20). The cost of Air Bases and Naval Bases is reduced to 12 IPCs (from 15).Tier 4 Techs
- Atomic Bomb
Atomic Bomb
Unlocks the Atomic Bomb unit for purchase.
Unit Profile: Attack 0 | Defense 0 | Movement 0 | Cost 8The Atomic Bomb takes two turns to construct and must be deployed at a Major Factory once complete. Only one Atomic Bomb can be ordered per turn. The Atomic Bomb has no inherent combat value or movement ability, but can be loaded aboard a Strategic Bomber that lands in the same territory, enabling it to launch an atomic bomb strike. The Atomic Bomb enables two types of strikes, a tactical attack and a strategic attack. The owning player must select and declare one or the other when launching the atomic bomb mission.
In a tactical atomic strike, the Atomic Bomb attacks an enemy territory for a single round with a number of dice equal to the total number of enemy land or naval units present in the territory (Bunkers count as land units for these purposes, while air units, factories, and bases do not count towards the total). The Atomic Bomb’s dice have an attack value of 4.
In a strategic atomic strike, the Atomic Bomb targets every factory and base within a single enemy territory, and deals maximum damage to all of them. Minor Factories, Air Bases, and Naval Bases receive 6 points of damage, and Major Factories receive 20 points of damage.
The Atomic Bomb unit is consumed after launching either type of strike and cannot be reused.
Atomic Bomb strikes are preceded by a round of air combat against any defending Fighters (or Tactical Bombers with Night Fighter tech) under the normal interception rules (friendly Fighters can accompany the atomic bomber as escorts). The atomic bomber must also survive any fire from AA guns, ships with Naval Gun Directors, or facility defenses (in a strategic atomic strike, only one facility fires AA shots at the bomber). If the Strategic Bomber carrying the Bomb is shot down, the Atomic Bomb is destroyed along with it and the attack fails.
The Atomic Bomb is treated as a facility before it is loaded into a Strategic Bomber, and can thus be targeted by enemy Tactical or Strategic Bombers with a strategic bombing raid under modified rules. In a strategic raid against an Atomic Bomb, each attacking Tactical or Strategic Bomber rolls a single die (Heavy Bomber tech has no effect) with an attack value of 1. A hit destroys the Bomb, any other result has no effect. The Bomb is protected by AA fire with the same value as any other facility.
If a territory containing an unloaded Atomic Bomb is invaded by an enemy army, the attacking force captures the Bomb if it manages to defeat all defending units and conquer the territory. The capturing player can fly one of their own Strategic Bombers into the territory on the following turn and load up the Bomb for their own use, even if they do not have the Atomic Bomb tech unlocked – so long as the original owner has not managed to recapture or destroy it first.
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Part Three: National Advantages & Exclusives
The universal tech tree outlined above is playable on its own, but this final section outlines a module that is designed to be layered over it, which will deepen the unique experience of playing each nation by providing them their own distinct sets of nationally exclusive technologies, as well as advantages in developing certain universal technologies based on their own historical strengths.
Exclusive techs work differently from universal techs because they’re not developed by research rolls. Instead, they’re tied to your nation’s Research Level. Every time you advance to a higher Research Level, all of the exclusive techs associated with that level are unlocked automatically, and take effect immediately.
Thus, while the universal techs are the playground for strategy and experimentation, exclusive techs will be the ones that show up reliably in most games. This system also ensures that even if you end up having terrible luck on your research rolls, you will never end up getting nothing from putting some IPCs into advancing your Research Level.
Each of the major countries (the US, UK, USSR, Germany, Japan, and Italy) has been given a set of 10 exclusive technologies, while the minor powers (France, China, ANZAC), each have 6. That adds up to 78 different nationally exclusive techs in all; together with the 47 universal techs, there are a total of 125 unique technologies when playing with my full system. China and France’s national exclusives are all keyed to Research Level 1 and thus available from the start of the game since China does not advance its research level at all and France is expected to fall on turn one.
You will also notice that all of the special miscellaneous rules from out of the box (Burma Road, kamikaze tokens, French liberation bonus) and from popular House Rules mods (Vichy France, Chinese guerrillas, US minor-to-major factory free upgrade when entering the war) have been folded into the tech system now via exclusive national technologies.
In addition to their exclusive techs, each nation has their own unique set of research advantages for unlocking universal techs. These advantages come in three distinct types:
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Free Unlock – You receive this technology automatically at the very start of the game.
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Tier Drop – The technology is researched one tier lower than normal (a Tier 2 tech becomes Tier 1, or a Tier 3 tech becomes Tier 2).
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Advantage Roll – Your research dice will score a hit on a roll of 3-6 instead of 4-6.
This system gives each nation a set of incentives that rewards players who lean in to their country’s historical specialties, without completely railroading them by locking certain nations out of certain techs entirely. You are still free to pursue German Super Carriers or Japanese Heavy Tanks if you want – you will just find it more difficult than doing those the other way around.
Like the rest of my system, the national advantages and exclusive techs are also highly modular. Maybe you like the advantage system but find all the extra exclusive techs too complicated – you can easily play with one and not the other. And you can easily tinker around by adding, changing, or removing certain techs or bonuses to suit your own wishes.
ANZAC
Research Advantages
Free Unlocks: Destroyer Escorts
Tier Drops: Fast Transports (Tier 1), Shipyard Improvements (Tier 2)
Advantage Rolls: Amphibious Operations, Close Air Support, Destroyer Bombardment, Destroyer Transports, Fleet Operations, Salvage Teams, Sonar, Special Forces, Torpedo BombersExclusive Technologies
Citizen Military Forces (Research Level 1)
If the Axis occupies any territory in mainland Australia, ANZAC may place one free Militia unit per turn in any Australian mainland territory it still controls during the Mobilize New Units phase, ignoring the need for a factory. It may do so even if it has not yet researched Deep Conscription, and Militia placements from Citizen Military Forces are not capped by the normal Militia population limit of 12. The effects of Citizen Military Forces end if the Axis no longer controls any territory in mainland Australia, or if all territories in mainland Australia are conquered by the Axis.Scrap Iron Flotilla (Research Level 1)
If the United Kingdom player purchases a Destroyer unit while there are no ANZAC Destroyers currently in play (or in their production queue), the ANZAC player will also receive a Destroyer at no cost. The Destroyer will be added to the ANZAC player’s production queue and placed during their next turn’s Mobilize New Units phase. The Scrap Iron Flotilla bonus can be received multiple times if ANZAC continues to lose all of its destroyers. Scrap Iron Flotilla cannot be received if ANZAC loses control of its capital.Maori Battalion (Research Level 2)
The ANZAC player may purchase a single Elite Infantry unit at a discounted price of 3 IPCs (instead of 5). Maori Battalion is usable even if ANZAC has not yet researched Special Forces. The new unit is automatically placed in New Zealand. The Maori Battalion has an operational cap of one unit - the discount can be used again only if the original Maori Elite Infantry unit is destroyed in action. Maori Battalion cannot be used if the Axis occupies New Zealand.Rats of Tobruk (Research Level 2)
ANZAC Infantry, Marines, and Elite Infantry defend at a value of 3 in any land territory on the African continent.Coastwatchers (Research Level 3)
ANZAC surface warships defend at +1 value when attacked in a sea zone adjacent to a land territory containing at least one ANZAC infantry-class unit (Infantry, Militia, Marine, or Elite). Submarines and Transport Ships do not receive any bonus from Coastwatchers. Coastwatchers takes effect only in sea zones located on the Pacific map.SWPA (Research Level 3)
All ANZAC land units receive a +1 attack value bonus during the first round of combat when launching an attack on a Japanese-occupied Allied territory. Furthermore, this bonus remains active for the duration of the entire battle if at least one US naval unit is present in an adjacent sea zone during the engagement. AA Guns and Armored Trains do not receive a bonus from SWPA.China
Research Advantages
Free Unlocks: Deep Conscription
Exclusive Technologies
Burma Road (Research Level 1)
China is permitted to purchase Artillery and AA Guns if the Burma Road is open (that is, if the Allies control India, Burma, Yunnan, and Szechwan on the standard Global 1940 map).Chinese Guerrillas (Research Level 1)
At the end of the non-combat movement phase on each of the Japanese player’s turns, any mainland Chinese territory that is occupied by Japan but does not have at least one Japanese combat unit present as a garrison will spawn one Chinese Militia unit. The placement of this unit instantly reverts territorial control back to China. Militia spawns from Chinese Guerrillas are not limited by the population cap of 12 that applies to Militia purchased through the normal production system. If Japan allows more than 12 Militia to appear from guerrilla spawns, China will be locked out of buying more Militia until the total population falls back under 12, but additional Militia can continue to appear through guerrilla activity. Chinese Guerrillas applies to all territories that begin the game under Chinese control, as well as the Chinese territories that start under Japanese control (in the standard Global 1940 setup, those are Kwangsi, Kiangsi, Kiangsu, Shantung, and Jehol – Manchukuo is exempt). Chinese Guerrilla spawns will cease if all Chinese territories fall under Axis control for a full turn. However, Chinese Guerrilla activity will resume if any single Chinese territory is later liberated by the Allies.Dare-to-Die Corps (Research Level 1)
Once per turn, after launching an offensive attack and winning a battle against Japanese forces, the Chinese player may select one Infantry unit that took part in the battle and survived, and upgrade it to an Elite Infantry at no cost. If no Infantry units took part in the battle or survived it, Dare-to-Die Corps cannot take effect. Dare-to-Die Corps ignores the normal requirement of researching Special Forces to unlock Elite Infantry.Flying Tigers (Research Level 1)
Once per turn, the US player may elect to purchase a single Fighter unit and place it directly into any territory controlled by China. The new Fighter is placed during the Mobilize New Units phase at the end of the US player’s turn. The Fighter is a Chinese unit, not an American one. Flying Tigers has an operational cap of one aircraft on the board at a time while the US is at peace. A new Flying Tigers plane can be purchased on subsequent turns, but only if the original unit was already lost in action. When the United States is at war with Japan, the operating cap is raised to a maximum of two air units, and Tactical Bombers become eligible for purchase as well. However, the United States player remains restricted to purchasing and deploying only one air unit to China per turn. The United States can no longer purchase aircraft for China through Flying Tigers if the Axis controls India.Provisional Tank Group (Research Level 1)
China is eligible to purchase one Tank at a reduced price of 5 IPCs. Provisional Tank Group has an operational cap of one unit. Further Tanks can be purchased with the discount only as a replacement if the previous unit was lost, and normal Tank production at the standard price remains off-limits to China. When the United States is at war with Japan, the operational cap on Provisional Tank Group rises to two units, although China remains limited to purchasing only one new Tank unit per turn. China can no longer purchase Tanks through Provisional Tank Group if the Axis controls Moscow.Tunnel Warfare (Research Level 1)
When Japanese forces attack the Chinese within China’s starting territories, Japan’s air units roll at -1 attack value. The effect of Tunnel Warfare is negated if Japan’s air units are paired with Japanese Infantry, Marines, or Elite Infantry. Each infantry unit can negate the Tunnel Warfare penalty for a single air unit. Tunnel Warfare only takes effect when at least one Chinese land unit is present in a battle. If only Chinese air units remain in a battle, Tunnel Warfare has no effect.France
Research Advantages
Free Unlocks: War Bonds
Tier Drops: Fast Transports (Tier 1), Siege Howitzers (Tier 1)
Advantage Rolls: Close Air Support, Destroyer Bombardment, Destroyer Escorts, Fleet Operations, Modern Fortifications, Prime MoversExclusive Technologies
Force de Raid (Research Level 1)
France’s Destroyers attack and defend at a value of 3 when paired with a French Cruiser. Both ships also gain the ability to roll 2 dice instead of 1 when disrupting an enemy convoy zone, matching the convoy raiding performance of a Submarine instead of a surface unit. Each French Cruiser is able to provide support to one French Destroyer.Foreign Legion (Research Level 1)
France is permitted to purchase a single Elite Infantry unit at a discounted price of 3 IPCs and place it directly into any starting French territory on the African continent that is currently under Allied control, even if no factory is present. The Foreign Legion unit may be purchased even if France has not unlocked Elite Infantry via the Special Forces tech. Only one Foreign Legion Elite unit may exist at a time; but a new unit can be purchased with the discount to replace a previous one that has been destroyed. The Foreign Legion unit cannot be purchased if the Axis controls all French starting territories in Africa.Free France (Research Level 1)
France is permitted to maintain a treasury and continue to purchase units after its capital has fallen to the Axis. France’s existing treasury will still be seized, and France will no longer collect income from any territories it controls until its capital has been liberated; however, France will be able to collect income each turn from its War Bonds roll. France can spend its IPCs to purchase and place units at any British or American factory on the Western Hemisphere of the map (though France will lose access to their ally’s factories if that ally happens to lose its own capital too). France is permitted to stockpile no more than 12 IPCs when it is a government-in-exile – if it reaches that limit, it must spend some before it is able to collect any more. Any War Bonds roll that would result in France’s treasury growing beyond 12 IPCs will be cut off at the limit, leaving France with 12 IPCs and the surplus amount discarded. France no longer receives its default liberation bonus of placing 12 IPC worth of units into France for free. If France’s capital is liberated, France returns to following its normal production rules.La Resistance (Research Level 1)
Once per turn, the French player may launch a sabotage strike against a single Axis-controlled factory or base within the territories of France, Normandy-Bordeaux, or Southern France. The French player rolls two dice; the higher value is discarded, and the lower value is halved (with odd numbers rounded up), with the result applied as damage to the facility. If German land units are present in the targeted territory, 1 point is subtracted from the damage roll. Facilities under Vichy French control are not eligible for sabotage attacks.Les Collaborateurs (Research Level 1)
If the Axis conquers the territories of France and Normandy-Bordeaux, but leaves Southern France untaken, Vichy France is formed, assuming control of Southern France, Morocco, Algeria, Tunisia, French West Africa, French Central Africa, Madagascar, French Guiana, Syria, and Indochina. All French units within these territories as well as the French fleet in the western Mediterranean become Vichy French units, while other French units and territories remain under the control of the Allied French player. Vichy French territories outside of Southern France are treated as pro-Axis neutrals. Vichy units will not move or take independent action, but they will resist if attacked by the Allies, and the Axis powers are able to gain control of their land units by entering Vichy territories with their own land forces. Southern France is the “Zone Libre” – if Axis forces enter Southern France, all remaining Vichy French units (including the Vichy fleet in the Mediterranean) will immediately disband and be removed from play. If France’s capital is liberated by the Allies while Vichy France is still in play, all Vichy French units and territories will revert back to normal French control.Maginot Line (Research Level 1)
French Infantry in the capital territory of France defend at a value of 3 during the first round of combat. Maginot Line will no longer take effect once France’s capital has fallen, even if France is later liberated.Germany
Research Advantages
Free Unlocks: Airborne Operations, Close Air Support, Combined Arms Tactics, Self-Propelled Artillery
Tier Drops: Dual Purpose Guns (Tier 1), Salvage Teams (Tier 1)
Advantage Rolls: Advanced Artillery, Armored Trains, Fast Submarines, Heavy Tanks, Improved Interceptors, Jet Fighters, Modern Fortifications, Night Fighters, Prime Movers, Rocket Artillery, Siege Howitzers, Special Forces, Strategic Rockets, Submarine Wolfpacks, Super Submarines, Tank DestroyersExclusive Technologies
Jericho Trumpets (Research Level 1)
Each German Tactical Bomber taking part in a battle applies a morale penalty against up to two enemy Infantry or Militia units. The affected units defend at a -1 value (1 for Infantry or 0 for Militia) during the first round of combat, before returning to their normal levels on subsequent rounds. Each Fighter or AA Gun unit present in the enemy force nullifies the effect of Jericho Trumpets for one German Tactical Bomber, preventing it from inflicting the penalty during the battle.Panzerschiffe (Research Level 1)
German Cruisers gain a movement value of 3 and the ability to roll 2 dice instead of 1 when disrupting an enemy convoy zone, matching the default raiding performance of a Submarine instead of a surface warship. They also gain the ability to withdraw from combat against enemy surface warships (not from enemy Submarines) in a manner similar to the Submarine’s submerged retreat. Cruisers lose the ability to withdraw from combat if any enemy air units are present in the battle. All Panzerschiffe abilities take effect only when Cruisers are operating alone. Cruisers only gain the movement bonus from Panzerschiffe when starting their turn in a sea zone containing no other Axis naval units, only receive the raiding bonus when conducting convoy disruption in a sea zone containing no other Axis naval units, and can only withdraw from surface combat if no other Axis naval units are present (they are permitted to use their withdrawal ability, however, if other Axis warships were present at the start of a battle but have all been destroyed).Schwerpunkt (Research Level 1)
German Tanks attack at +1 value whenever they launch an attack using a blitz movement. The bonus from Schwerpunkt does not apply when Tanks take part in a normal non-blitzing attack. The Schwerpunkt bonus can stack with the one from Combined Arms Tactics, allowing a Tank participating in blitz attack with a paired Mechanized Infantry to attack at a value of 5 during the first round of combat, and a 4 on subsequent rounds.Afrika Korps (Research Level 2)
Once per turn, Germany may place a single newly purchased Tank, Mechanized Infantry, or Assault Gun unit directly into the territory of Libya during the Mobilize New Units phase. Libya must be under Axis control, and Italy must have at least one Transport Ship active in any Mediterranean sea zone for Afrika Korps to take effect.Sektionsbauweise (Research Level 2)
Once per turn, the German player can purchase a package of three Submarine units for a discounted price of 18 IPCs (instead of 21). If Germany has researched Shipyard Improvements, the price of the Submarine package is dropped to 15 IPCs. The Submarines must be purchased as a full package of three in order to receive the discount.Fallschirmjäger (Research Level 3)
Germany’s Elite Infantry attack at a value of 3 throughout all rounds of combat when conducting an airborne assault. If Tactical Bombers are present to provide Close Air Support, each Elite Infantry supported by a Tactical Bomber attacks at a value of 4 during the first round of combat, overriding the normal interaction detailed under the Close Air Support tech. Fallschirmjäger requires research of the technology Special Forces in order to take effect.Panzergrenadiere (Research Level 3)
Once per turn, Germany may purchase a package consisting of 1 Mechanized Infantry, 1 Assault Gun, and 1 Tank together for a discounted price of 12 IPCs (instead of the normal 15). The units must be purchased as a package in order to obtain the discount.Schwerer Gustav (Research Level 3)
Each German Armored Train is permitted to fire a siege bombardment once per turn during the Combat Movement phase against an enemy Bunker in an adjacent land territory. The bombardment has an attack value of 4, and deals 2 HP of damage if it hits, allowing it to destroy a fully intact Bunker in one shot. The Armored Train does not enter the targeted territory or receive any return fire. The Armored Train cannot move or perform any other actions in the same turn that it fires a bombardment. Requires the Armored Trains technology in order to take effect.Atlantic Wall (Research Level 4)
Once per turn, the German player can purchase a package of four Bunkers for a discounted price of 15 IPCs (instead of 20). Placement of the Bunkers from the Atlantic Wall package is restricted to one each in Normandy-Bordeaux, Holland-Belgium, Denmark, and Norway. The Modern Fortifications technology must be researched to enable the use of Atlantic Wall. Atlantic Wall is no longer available for purchase if any of the four territories reach their cap on maximum Bunker placements, or if any of them are under Allied control. Atlantic Wall can become available again if Germany later retakes the territories, or if enough Bunkers are destroyed to put all of the territories back under their placement limit.Flak Towers (Research Level 4)
All damage to facilities received during a strategic bombing raid is reduced by 1 (down to a minimum of 1), and facility anti-aircraft defenses against strategic bombing raids are upgraded. When facility AA misses its target by a threshold of 1 (i.e. when it rolls a 2 normally, or when it rolls a 3 if you’ve researched Anti-Aircraft Radar), the targeted aircraft is now suppressed. The suppressed bomber aborts its mission and deals no damage to the target, but survives the raid and can return to its landing zone unharmed. The reduction to facility damage from Flak Towers has no effect on strategic raids with the Atomic Bomb.Italy
Research Advantages
Free Unlocks: Fleet Operations, Torpedo Bombers
Tier Drops: Deep Conscription (Tier 1), Dual Purpose Guns (Tier 1), Long Range Aircraft (Tier 2), Shipyard Improvements (Tier 2)
Advantage Rolls: Airborne Operations, Amphibious Operations, Destroyer Bombardment, Destroyer Escorts, Fast Transports, Self-Propelled Artillery, Special ForcesExclusive Technologies
Bersaglieri (Research Level 1)
A standard Italian Infantry can move 2 spaces when paired with a Mechanized Infantry. Each Mechanized can only boost the movement of one Infantry at a time. If a Tank is also paired with the Mechanized unit, the Infantry gains the ability to accompany both of them into a blitz attack.Camicie Nere (Research Level 1)
Italian Militia units gain an attack value of 1 when paired up with a standard Infantry unit. Each Infantry can provide support to a single Militia. Requires research of Deep Conscription to take effect.Sparvieri (Research Level 1)
Italian Strategic Bombers attack at a value of 3 when taking part in a battle against enemy surface warships. In addition, the Strategic Bomber gains a pre-battle torpedo attack when engaging a force that includes enemy surface warships, under similar rules to the one given to Tactical Bombers by the Torpedo Bombers tech. The torpedo strike has an attack value of 3, which is reduced to 2 if the bomber is suppressed by an enemy Fighter.Mare Nostrum (Research Level 2)
Italian Destroyers and Escorts defend at a +1 bonus (Destroyers on 3, Escorts on 2) when accompanying a friendly Transport Ship in any Mediterranean sea zone. Up to two vessels at a time can receive this bonus from any one Transport Ship.Maiali (Research Level 2)
Submarines roll two dice during the first round of combat when attacking units in a sea zone adjacent to an enemy Naval Base. Both dice still hit at the Submarine’s normal attack value of 2 (or 3, if Super Submarines is researched).Picchiatelli (Research Level 2)
The German player is permitted to purchase a single Tactical Bomber unit for Italy at a discounted price of 8 IPC (instead of 11) on any turn in which the Italians do not have at least one Tactical Bomber unit in play or in their production queue. The unit is purchased by Germany and added to Italy’s production queue; the Italian player may place the unit at any Italian-controlled factory during their own turn’s Mobilize New Units phase. Picchiatelli may be used again if Italy loses its Tactical Bomber and once again has none. Picchiatelli cannot be used when Italy’s capital is occupied by the Allies.Decima MAS (Research Level 3)
Italy’s Marine units gain the ability to launch a special commando raid on enemy surface warships in an adjacent sea zone during the combat phase (Submarines are immune to commando attack). The commando raid uses up the Marine’s combat move, preventing them from participating in any other battle or non-combat movement. The commando raid can be launched from a land territory or while the Marine is loaded aboard a naval vessel. Each Marine taking part in a commando raid rolls a single combat die. On a result of 1, the raid succeeds and inflicts a point of damage on a naval unit of the Italian player’s choice. On a result of 2, the raid succeeds in inflicting a point of damage, but the defender gets to choose which unit takes the hit. On a result of 3-4, no damage is dealt, but the Marine survives. On a result of 5-6, the raid fails and the Marine is killed. Commando raids launched by a Marine aboard a ship must target enemy units in a sea zone adjacent to a land territory. A ship transporting a Marine cannot move and launch a commando raid during the same turn; it must begin its turn in position to launch the raid, and remain there for the rest of the turn. Requires the Amphibious Operations technology in order to take effect.Semoventi (Research Level 3)
Once per turn, Italy may purchase a pair of Assault Guns for a discounted price of 8 IPCs (instead of 10). The Assault Guns must be purchased together as a package in order to receive the discount. Requires research of the Self-Propelled Artillery technology to take effect.Arditi (Research Level 4)
Italy’s Elite Infantry attack at a value of 3 when invading a territory containing enemy Bunkers and defend at a value of 3 when attacked by an enemy force containing Tanks or Heavy Tanks. They retain their normal combat values in all other circumstances. Requires the Special Forces technology in order to take effect.Classe Romolo (Research Level 4)
Italian Submarines gain the capacity to load and transport one infantry-type unit (Infantry, Militia, Marine, or Elite). Loading and unloading follows the same rules as normal Transport Ships.Japan
Research Advantages
Free Unlocks: Amphibious Operations, Fleet Operations, Torpedo Bombers
Tier Drops: Destroyer Transports (Tier 1), Long Range Aircraft (Tier 2), Shipyard Improvements (Tier 2), Super Battleships (Tier 2)
Advantage Rolls: Close Air Support, Deep Conscription, Destroyer Bombardment, Escort Carriers, Fast Transports, Fast Submarines, Modern Fortifications, Special Forces, Super Carriers, Super SubmarinesExclusive Technologies
Banzai Attacks (Research Level 1)
Japan can declare a banzai charge during any offensive land battle in which some of their Infantry units are attacking without the support of Artillery, Assault Guns, or Tactical Bombers (if Close Air Support has been researched). All unsupported Japanese Infantry units participating in the battle will receive a +1 attack value bonus during the first round of combat, reverting to their normal value on subsequent rounds. Once a banzai charge is declared, the entire attacking land force (including any other types of land units fighting alongside the Infantry) are no longer permitted to retreat – they must fight on until the battle has been won or until they are all dead. Any air units taking part in the battle are still permitted to retreat as normal. Banzai charges cannot be declared during amphibious invasions or airborne assaults.Kwantung Army (Research Level 1)
Once per turn, Japan may purchase a package of 2 Infantry and 1 Artillery for a discounted price of 8 IPC (instead of 10 IPC). The units purchased through this package must be deployed in the territory of Manchuria, and may be placed there even if Japan has not built any factory in the territory. If Japan does build a factory in Manchuria, units purchased through Kwantung Army do not count against its placement limit. Japan cannot make Kwantung Army purchases if Manchuria is under Allied control.Long Lance (Research Level 1)
Japanese Destroyers and Cruisers launch a pre-battle torpedo strike against enemy surface ships before the first round of normal combat when attacking or defending a sea zone (Submarines cannot be targeted by Long Lance attacks). Each Destroyer or Cruiser launches a torpedo strike against a single enemy target, with Destroyers scoring a hit on a 1 and Cruisers scoring a hit on a 2, and any hits that result being inflicted as damage or losses immediately. If Japanese Cruisers or Destroyers take part in a battle where Submarines or bombers with Torpedo Bomber tech are also present, Long Lance strikes will take place after the submarines and the torpedo bombers have already launched their own strikes first. Long Lance attacks cannot be launched in the face of enemy air superiority; each enemy Fighter or Tactical Bomber present in a sea zone will nullify the ability of one Japanese ship to launch a torpedo strike (when both Destroyers and Cruisers are present during a battle, Destroyers are always suppressed first).Daihatsu Carriers (Research Level 2)
Japan’s Escort Carriers gain the ability to transport a single Marine unit in addition to their normal Fighter or Tactical Bomber. Furthermore, during an amphibious assault, each Japanese Escort Carrier in an adjacent sea zone will provide a +1 attack value bonus to a maximum of up to three Japanese land units taking part in the landing during the first round of combat. The Escort Carrier does not provide the support bonus if it was involved in a naval engagement during the same turn. Requires the Escort Carriers technology in order to take effect.Hotel Yamato (Research Level 2)
Japan’s Battleships attack, defend, and bombard at a value of 5, but the attack and bombardment boosts only take effect when the Battleship moves 1 sea zone or less during its turn. Battleships attack and bombard at their normal value of 4 if they’ve moved 2 sea zones (or after moving 3 with the aid of a Naval Base).Kido Butai (Research Level 2)
Japanese carrier-based aircraft gain a combat bonus during coordinated strikes. When two or more Japanese Aircraft Carrier units launch an attack from the same sea zone against the same target, all Fighters and Tactical Bombers taking off from those carriers will attack at +1 value during the first round of combat, reverting to their normal values in subsequent rounds. Tactical Bombers will also receive the +1 attack boost when launching their torpedo strikes. The Kido Butai bonus does not take effect if the Carriers split their air wings to attack more than one territory or sea zone. It applies only to normal combat attacks, not if the planes are used to launch or escort a strategic bombing raid. It does not apply during defensive battles when Japanese forces are attacked by the enemy. Only planes taking off from Aircraft Carriers are eligible to receive the Kido Butai bonus; planes taking off from Escort Carriers or joining the attack from land bases do not receive the bonus. Escort Carriers do not count towards the two or more carriers required in the same sea zone to gain the bonus, only full sized Aircraft Carriers do.Ghost Rockets (Research Level 3)
Artillery fire a pre-battle bombardment shot at an attack value of 2 at enemy land units when defending against amphibious invasions. The Artillery fires its bombardment shot only after any naval bombardment conducted by the enemy has already been resolved. The opposing player may select any land units as casualties from Ghost Rockets fire; air and naval units are immune. Any excess hits that might result if all land units are eliminated by Ghost Rockets fire and only air units remain are discarded.Island Fortifications (Research Level 3)
Japanese units defending any island territory in the Pacific (including Japan itself) from an amphibious invasion will ignore half the hits scored by enemy naval bombardment, with any odd values rounded down – thus, a bombardment that scores only one hit will be ignored completely.I-400 Class (Research Level 4)
Allows Japan’s Submarine units to launch strategic bombing raids against enemy facilities up to 2 zones away. I-400 raids deal limited damage; a single die is rolled and the result is halved, with odd values rounded up (1-2 inflicts 1 point of damage, 3-4 inflicts 2 points, 5-6 inflicts 3 points). Japan’s Submarines will also continue to inflict economic damage through convoy disruption, and may perform both a raid and convoy disruption in the same turn. I-400 raids, like Strategic Rocket attacks, do not face anti-aircraft fire or interception like a normal strategic bombing raid. However, the I-400 cannot launch a raid if enemy naval units are present in the same sea zone as the Submarine, nor can a raid be launched across a sea zone containing enemy air units based on Aircraft Carriers or Escort Carriers. I-400 raids also cannot be launched across neutral territories.Kamikaze Tactics (Research Level 4)
Unlocks the use of kamikaze tokens to launch strikes in the sea zones surrounding Japan, Okinawa, Iwo Jima, Formosa, the Mariana Islands, and the Philippines. Kamikaze strikes can be used when Allied naval units launch an attack on Japanese units or conduct an amphibious invasion within these sea zones. Kamikaze attacks take place in the pre-combat phase; each token has an attack value of 2, and is consumed after a single round of attack. Any damage scored is inflicted immediately before normal combat begins. The Japanese player can choose the specific targets for kamikaze strikes. Transport Ships can only be targeted by kamikazes if all accompanying surface warships have been destroyed first (or if none were present to begin with), and Submarines cannot be targeted by kamikazes at all. Units targeted by a kamikaze strike cannot take part in shore bombardment, even if the strike missed its target. Japan receives 6 kamikaze tokens for free when Kamikaze Tactics is unlocked. Additional kamikaze tokens can be purchased for a cost of 5 IPCs, but Japan is limited to stockpiling no more than 6 kamikaze tokens at a time – purchases can be used to replenish the supply but not to enlarge the overall size of the force.Soviet Union
Research Advantages
Free Unlocks: Armored Trains, Close Air Support
Tier Drops: Rocket Artillery (Tier 1), Heavy Tanks (Tier 2), Total War Economy (Tier 2)
Advantage Rolls: Advanced Artillery, Airborne Operations, Combined Arms Tactics, Deep Conscription, Dual Purpose Guns, Industrial Advancements, Modern Fortifications, Prime Movers, Salvage Teams, Self-Propelled Artillery, Siege Howitzers, Special Forces, Submarine WolfpacksExclusive Technologies
Soviet Partisans (Research Level 1)
At the end of the non-combat movement phase on each Axis player’s turn, any Soviet territory that has been occupied by that power but does not have at least one Axis combat unit present as a garrison will spawn two Soviet Militia units. The placement of this unit instantly reverts territorial control back to the USSR. Militia spawns from Soviet Partisans are not limited by the population cap of 12 that applies to Militia purchased through the normal production system. If the Axis players allow more than 12 Soviet Militia to appear from partisan spawns, the Soviets will be locked out of buying more Militia until the total population falls back under 12, but additional Militia can continue to appear through partisan activity. Soviet Partisans applies to all Soviet starting territories, with the exception of the ones that were recently taken in 1939 (in the standard Global 1940 setup, those are Bessarabia, Eastern Poland, the Baltic States, and Vyborg). If the Axis powers occupy Moscow, Soviet Partisan spawns are reduced to only one Militia unit per ungarrisoned territory. Soviet Partisans ceases to have effect if the Axis manages to occupy all Soviet territories for a full turn. Soviet Partisan activity will resume, however, if the Allies later manage to liberate any Soviet territory (except for the previously mentioned four that were annexed in 1939).Tank Desant (Research Level 1)
A Soviet Tank may pair with a single standard Infantry unit and allow the Infantry to move 2 spaces or accompany the Tank into a blitz attack.Industrial Relocation (Research Level 2)
Once per turn, the Soviet player may designate a single Minor or Major Factory under the USSR’s control and relocate it up to two contiguous land spaces away during the Non-Combat Movement phase. The destination territory must meet the base IPC value requirement to support that Factory class, and it must not have another Factory unit already present. Factory relocations must trace a path through Soviet controlled territories in order to reach their new destination. Factories are only eligible for relocation if they were under Soviet control at the start of the Soviet player’s turn – the Soviets can’t use Industrial Relocation to ship an enemy’s factory back into their own territory during the same turn that they captured it. A factory moved through Industrial Relocation cannot be used to place new units during the same turn it was moved – it becomes active and usable again on the Soviet player’s next turn.Maskirovka (Research Level 2)
Allows the Armored Train to scramble land units to a battle in an adjacent land territory under similar rules to the Air Base’s ability to scramble planes. Up to three Soviet land units of any type based in the same territory as an Armored Train can be scrambled to join a battle during the enemy’s turn if a territory adjacent to them and the Train is invaded. If more than one adjacent territory is invaded during the same turn, the Train can scramble units to two or even three different battles – but the total number of units that can be scrambled by each Armored Train during a turn is limited to three. If they survive the battle, units scrambled using Maskirovka remain afterwards in the territory they were sent to – they do not return to the one they scrambled from.Night Witches (Research Level 2)
Soviet Air Transport units gain a defense value of 1. During defensive battles, each Soviet Air Transport gains the ability to suppress up to two enemy Artillery units. Suppressed Artillery are unable to provide any support bonus to the enemy’s Infantry. The suppression effect persists throughout the battle unless the Air Transport is destroyed. Requires the Airborne Operations technology to take effect.Avtomatchiki (Research Level 3)
Soviet Elite Infantry roll 2 attack dice during the first round of combat when defending any Soviet-controlled victory city within the Soviet Union’s starting territories. They revert to rolling one die on all subsequent combat rounds. Requires the Special Forces technology in order to take effect.Sturmoviki (Research Level 3)
Soviet Tactical Bombers receive a +1 bonus to their attack value during the first round of combat whenever they attack a territory containing at least one enemy Tank, Heavy Tank, Assault Gun, or Armored Train unit. The Sturmoviki bonus stacks with the attack boost Tactical Bombers get from pairing with Tanks or Fighters, allowing them to reach an attack value of 5 on the first round of combat (reverting to 4 in subsequent rounds).Tankograd (Research Level 3)
Once per turn, the Soviet Union may purchase a package of three Tank units for a discount price of 15 IPCs (instead of 18). The Tanks must be purchased simultaneously as a package of three in order to receive the discount.Guards Infantry (Research Level 4)
Once per turn, after fighting an offensive battle against an Axis force and defeating it, the Soviet Union can upgrade up to two Infantry units that took part in the battle and survived into Elite Infantry at no cost. If no Infantry units took part in the battle or survived it, Guards Infantry cannot take effect. Requires the Special Forces technology in order to take effect.Shock Armies (Research Level 4)
Each Soviet Assault Gun paired with an Elite Infantry gains a single pre-battle bombardment shot with an attack value of 2. The bombardment is fired only during battles in which the Soviet forces are attacking, not when they are defending. Only land units may be struck by bombardments from Shock Armies; air units are immune. Each Elite Infantry can support one Assault Gun with the Shock Armies bonus. Requires the technologies Self-Propelled Artillery and Special Forces in order to take effect.United Kingdom
Research Advantages
Free Unlocks: Destroyer Escorts, Fleet Operations, Torpedo Bombers
Tier Drops: Anti-Aircraft Radar (Tier 1), Armored Flight Decks (Tier 1), Heavy Bombers (Tier 2), Shipyard Improvements (Tier 2)
Advantage Rolls: Airborne Operations, Amphibious Operations, Escort Carriers, Fast Transports, Improved Interceptors, Jet Fighters, Naval Gun Directors, Night Fighters, Sonar, Special Forces, War BondsExclusive Technologies
British Commonwealth (Research Level 1)
If the United Kingdom capital territory is taken, the UK continues to fight on from Canada. The UK will still surrender its existing treasury as normal to the taker of its capital, but it will now treat Ottawa as its new capital and continue to collect income from the remaining territories of its European economy. It remains eligible to receive Lend-Lease income from the United States, and continues to allow Free French builds out of the remaining factories it holds. Finally, the UK will also maintain its existing research level and the ability to buy additional research levels. The United Kingdom will surrender fully in the west and follow the normal rules for a defeated country only if the Axis also manages to take Ottawa. If the United Kingdom territory is later liberated, the UK’s capital will return from Ottawa to London.King’s African Rifles (Research Level 1)
Once per turn, the British player may place a single newly purchased Infantry unit directly into any British starting territory on the African continent that is presently under Allied control during the Mobilize New Units phase without the need for a factory. King’s African Rifles can no longer be used if all British starting territories in Africa are under Axis occupation.Bangalore Torpedo (Research Level 2)
British Elite Infantry units gain a pre-battle sabotage attack when invading a territory defended by enemy Bunkers. Each Elite Infantry launches an attack at a value of 2 targeted at a single Bunker, with any hits inflicted as immediate damage before normal combat begins. If Siege Howitzers has been researched and Artillery are used in an attack alongside Elite Infantry, resolve the bombardment shots from the Artillery first. Requires the technology Special Forces in order to take effect.Castle Bromwich (Research Level 2)
Once per turn, the United Kingdom may purchase a package of two Fighters with its European economy at a discounted price of 18 IPCs (instead of 20).Long Range Desert Group (Research Level 2)
British Mechanized Infantry gain the ability to launch blitz attacks without requiring support from a Tank. A British Mechanized Infantry can also pair up with a single British Elite Infantry, granting support bonuses to both units. The Elite Infantry will gain the ability to move 2 spaces and accompany the Mechanized on a blitz, while the Mechanized Infantry’s attack value will increase to 2 (this cannot stack with a bonus received from artillery or Close Air Support, however).Chindits (Research Level 3)
Once per turn, the United Kingdom may purchase a package of two Elite Infantry with its Pacific economy at a discounted price of 8 IPCs (instead of 10). Requires the technology Special Forces in order to take effect.Hobart’s Funnies (Research Level 3)
British Tanks attack at a value of 4 when they are unloaded in an amphibious assault. They continue to fight at their normal value under all other circumstances.Wooden Wonder (Research Level 3)
Whenever an anti-aircraft shot from an AA Gun, facility, or ship with Naval Gun Directors scores a hit against a British Tactical Bomber, a second roll is required in order to confirm the damage. If the AA unit scores another hit on the confirmation roll (it has the same attack value as it did on the first roll), the Tactical Bomber is shot down and destroyed. If the confirmation roll is a miss, the Tactical Bomber survives without damage, but it must abort its mission without striking the target. Wooden Wonder has no effect against hits from Fighters (or Tactical Bombers with Night Fighter tech) on interception missions – any hits scored by them remain an instant kill. Wooden Wonder also has no effect on any hits taken during normal combat.Hedgehog Mortar (Research Level 4)
British Escorts and Destroyers gain the ability to launch a preemptive mortar attack during any battle against enemy Submarine units. Each Escort or Destroyer will launch a mortar strike against a single enemy Submarine. The mortar strike has an attack value of 1 (from an Escort) or 2 (from a Destroyer) and eliminates the Submarine instantly with no chance for return fire if it scores a hit. Escorts and Destroyers are both ASW units and will suppress enemy Submarines, allowing the mortar to strike first against them. However, if the enemy Submarines outnumber the ASW units enough that some of them are not suppressed, the unsuppressed Submarines will launch their surprise strikes before the Escorts or Destroyers fire their mortar strikes.Pathfinder Force (Research Level 4)
British Tactical Bombers are able to join strategic bombing raids against enemy factories if they partner with a Strategic Bomber attacking the same target. When taking part in a joint raid, both the Tactical Bomber and its Strategic Bomber partner add a +1 bonus to their damage rolls.United States
Research Advantages
Free Unlocks: Airborne Operations, Amphibious Operations
Tier Drops: Industrial Advancements (Tier 1), Long Range Aircraft (Tier 2), Super Carriers (Tier 2), Total War Economy (Tier 2)
Advantage Rolls: Advanced Artillery, Destroyer Escorts, Escort Carriers, Escort Fighters, Fast Transports, Fleet Operations, Flying Fortresses, Heavy Bombers, Heavy Transports, Naval Gun Directors, Prime Movers, Shipyard Improvements, Sonar, Submarine Wolfpacks, Tank Destroyers, Torpedo BombersExclusive Technologies
Lend-Lease (Research Level 1)
At the start of each US turn, the American player selects one Allied nation to receive Lend-Lease aid before rolling a die; the chosen ally immediately receives the result of the roll as free IPCs. To be eligible for Lend-Lease, the recipient must control its own capital territory. That ally must also be able to trace a path of sea zones between a Naval Base in one of its territories and a US-controlled factory in North America, and every sea zone on that path must be free of Axis naval units. In the case of the United Kingdom, Lend-Lease aid must be specified as being directed toward either its European or Pacific economy. Once the United States is at war, all Minor Factories in the US home territories (Western, Central, and Eastern USA) receive a free upgrade to Major Factories, and the United States will roll two dice on each Lend-Lease turn after selecting a recipient, with the chosen ally now receiving the better of the two rolls as income.Detroit Arsenal (Research Level 2)
The United States may upgrade up to three US Infantry per turn into Mechanized Infantry for 1 IPC each. Infantry are eligible to be upgraded on any land territory, but they may not receive an upgrade from Detroit Arsenal if they are currently loaded aboard a transport unit. The upgrades are bought during the Purchase Units phase and take effect during the Mobilize New Units phase.Liberty Ships (Research Level 2)
Once per turn, the US player may choose to order either a package of three Transport Ships for a discount price of 15 IPCs (instead of 18) or a package of three Escort Carriers for 24 IPCs (instead of 27). The Escort Carrier option is only available once the Escort Carriers technology has been researched. If Shipyard Improvements is researched, the price of the Liberty Ships packages is further reduced to 12 IPCs (for three Transport ships) or 21 IPCs (for three Escort Carriers). Liberty Ships must be purchased in the full package of three in order to receive the discount.Seabees (Research Level 2)
The American player may construct Air or Naval Bases at a discount price of 12 IPCs in any Allied territory where at least one US Marine unit is present. At the start of the Purchase and Repair Units phase on every American turn, each US Marine unit present in any territory containing a damaged Allied base or factory will repair 1 point to that facility at no cost (if more than one facility in the territory is damaged, the US player will choose how they want to allocate the free repair points). If the technology Total War Economy has been researched, the price of Air or Naval Bases built with Seabees assistance now falls further to 10 IPCs.Amtracs (Research Level 3)
US Mechanized Infantry can receive support from a Marine unit during an amphibious invasion. Each Marine can pair up with one Mechanized Infantry, and the Mechanized unit will attack at a value of 2 throughout the assault. A Marine paired with a Mechanized Infantry is also able to move 2 spaces, but it is not permitted to join a blitz attack.Napalm (Research Level 3)
Tactical Bombers receive a +1 attack value bonus during the first round of combat when attacking a territory containing enemy Bunker units, and also deal +1 damage when conducting strategic bombing raids against enemy Bunkers. The attack boost from Napalm can stack with the boost received from pairing a Fighter or Tank with the Tactical Bomber, allowing a first turn roll with an attack value of 5.Silent Service (Research Level 3)
US Submarines will defend at a value of 2 whenever they are not suppressed by an enemy ASW unit. They revert to their normal defense value of 1 when suppressed by an ASW unit.Fleet Train (Research Level 4)
US Transport Ships gain the ability to repair damaged capital ships at sea. A damaged allied Battleship (or Aircraft Carrier with Armored Flight Decks) will be repaired for free if it begins the Purchase and Repair Units phase in the same sea zone as an American Transport Ship, foregoing the need to return to a Naval Base for repair. Each US Transport Ship can repair one damaged capital ship per turn. Empty American Transport Ships also gain the ability to land one Fighter or Tactical Bomber that was stranded after a battle by its carrier being damaged or sunk and would otherwise have to crash land and be destroyed. It cannot be used to deliberately fly planes beyond their normal return range – all air strikes must still have a valid return path to their carrier before they launch. A plane recovered by a Transport Ship uses up the ship’s normal cargo capacity – it cannot load any other types of units until the plane has been discharged. Planes recovered by Transport Ships cannot take off to launch attacks or defend the ship if it is attacked, and if the Transport Ship is sunk, the plane is destroyed along with it. The Transport Ship is able to offload the plane during the Non-Combat Movement phase onto either an allied Aircraft Carrier or Escort Carrier in the same sea zone with an empty deck slot, or a land territory containing an allied Naval Base in an adjacent land zone. The US player may also choose to voluntarily destroy the plane during their movement turn by dumping it into the sea, if they wish to use the Transport Ship immediately for other purposes without waiting for one of the conditions required to safely offload it.P-51 Mustang (Research Level 4)
US Fighter units assigned to escort strategic bombing raids receive a +2 movement bonus, matching the maximum range of a Strategic Bomber. They retain their normal movement range under all other circumstances. If Long Range Aircraft has been researched, its effects stack with the P-51 Mustang bonus. P-51 Mustang also allows American Fighters to attack a value of 3 when fighting as escorts on strategic bombing missions. P-51 Mustang requires research of the technology Escort Fighters in order to take effect.Proximity Fuses (Research Level 4)
US Cruisers will now fire anti-aircraft shots at two enemy air units instead of just one when attacked by planes during a naval battle. In addition, all American naval units with AA fire capability will now gain the ability to fire AA shots when attacked with Japan’s kamikaze tokens. Each hit scored by AA fire will instantly destroy the kamikaze and prevent it from carrying out its attack roll. Proximity Fuses requires the technology Naval Gun Directors in order to take effect. -
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And reserving a post here in case I end up needing another section for anything.
Thread open to discussion now.
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