Up Week 6 Homework Axis & Allies Tech, R&D Attack! Tech, R&D Hitler's War R&D Game Prototyping

 

Hitler's War features more of a "design for cause" model of Research & DevelopmentResearch & Development in Hitler's War

Hitler's War has a scenario that features a robust Research & Development model that is closer to 'Design for Cause' than 'Design for Effect.' Normally, a complex subject like R&D would begat a Design for Effect solution in order to keep things simple, but Hitler's War still manages to get a lot good great "feel" out of some very basic cause-related rules. These rules for R&D in Hitler's War are not terribly complex and are listed below. -AE

Item Cost

1. In this scenario, the cost of each type of strength point to be built varies with its current tech level. No longer will the cost be fixed at the rate provided by the Basic Units Cost Chart. For example, each mechanized strength point costs six production points while the player is at tech level 0 for mechanized points. If the player advances to tech level 1, his cost is reduced to four production points. If he can continue to improve his tech level, he can eventually bring his cost for a mechanized strength point down to two production points.

Hitler's War production costs display.2. The costs for producible items at each tech level are shown in the Unit Capability Table. The last cost shown for an item is the cheapest at which it can ever be produced.

3. Certain items cannot be produced until the player reaches a certain tech level. For example, atomic bombs may not be built until the player has advanced to tech level six for atomic bombs. The non-producing levels for these items have been distinguished with the letter P (for prohibited).

4. Each side starts play with its own set of costs for its producible items. They often differ from the other side's costs for the same items. These Start levels are provided in the Research and Development section on the Record Sheets. Although progress is measured and often described by tech levels, it is more practical to represent it on the Record Sheet by their equivalent costs, instead.

5. Each item that a side is allowed to produce has been included in its Research and Development section along with its starting cost printed underneath. When a player succeeds in improving the tech level of an item, thereby lowering its cost, he should place a number marker showing the new cost in its square on the Record Sheet. By this method, an accurate record of all current costs can be kept close at hand. The blank squares alongside have been provided for fractions.

Research

1. Players use research to improve the costs of their items. It is not a sure thing and, even after great investments of time and expense, can sometimes fail. When successful, the improvements are reflected by better prices.

2. At the beginning of play, each player should collect his item markers and place them in the Start circle on the Research Track of his Record Sheet.

3. Each player's research is conducted during his research phase using whatever remains of his production budget after completing his unit builds. For each item that he wishes to improve, the player expends one or two production points and moves its marker the same number of spaces along the track. Research for different items cannot be combined.

The Research & Development Tracks for Hitler's War

4. When he is satisfied with his investments, the player may, then, determine their success. He rolls one die for each item and checks the result underneath its space. This will be a letter A, B, or C.

5. An A result means success. The cost of the item is reduced to that of the next tech level. The marker is returned to the start.

6. A B result indicates some success but not to degree hoped for. The item's tech level remains unchanged but its cost is slightly reduced by one production point. If the difference from its current cost to the next tech level is only one production point, then reduce the cost by only one-half. If the difference is less than one production point, no improvement may be made. The marker is returned to the start.

7. A C result means failure. No change is made to the item cost. Roll the die again and check the Efficiency Table on the gameboard for the item marker's new position.

8. A player is never required to resolve the research for his items. He may choose, instead, to delay the resolution for any or all of them, thereby protecting their positions. In subsequent turns, he can pay to advance them to even more favorable spaces farther along the track before rolling for the results.

9. An item can never be advanced beyond step 5, Research Complete. This is the best chance for success.

Research Special Cases

1. Until the Soviet Union and the Axis sides have attacked one another, the Soviet research is limited to one production point per item per turn. As soon as one attacks the other, the Soviet can begin spending two points per item per turn.

2. A player may spend only one production point per turn for an item's research if it is currently cheaper than those of the other two sides. This reflects the lack of research incentive to improve something that is already considered the best. For example, the Axis infantry cost at the start of the game is one point less than both opponents' infantry (two production points to three production points). While it remains cheaper, the Axis player is limited to spending one production point per turn on infantry research. As soon as one opponent can reach the same level, he may begin spending two production points per turn on it.

3. A player improves his chances for successful research for an item if another player currently has the same one at a better tech level. In this situation, the player treats a B result for that item as an A result. For example, the Soviet player gets a B result for his mechanized research. Because the Axis player is currently paying one production point less for a mechanized strength point than he, the Soviet player converts the B result into an A result. This rule illustrates the common practice in wartime of one side using another's successful ideas as models for their own programs.

4. The two research modifications explained in rules 2 and 3, above, cannot be applied to items at prohibited levels. These are entirely free from any kind of influence until in operational.

United States Technology

When the U.S. joins the Allied side, they advance to tech level 2 for the atomic bomb and tech level I for capital ships but only if not already at or past these levels.


About Hitler's War

This blurb comes courtesy of BoardgameGeek.com, which is a very handy reference site indeed! -AE

The game examines the war in Europe at several levels. Operation Barbarossa concentrates on the great ground struggle waged for four long years between Stalingrad and Berlin. The Fall of Germany scenario begins at the eve of the great amphibious invasion of France and expands the war into the West. The War for Europe completes the picture with an examination of the entire 6 years of war in all of its ramifications. Great fleets of bombers may be launched towards enemy targets; swift Axis raiders joined by their deadly brethren, the U-Boat, can attempt to break the British supply line with America; mighty armadas may sail to challenge, in combat, for control of the seas, and much more.

But Hitler's War does not limit one to just the kind of tactical or strategic decisions normally expected from a wargame. The great choices that faced each government must also be solved. Questions relating to war direction, production priorities, and research allotments become as important to ultimate victory as when to invade Russia or how much force will be needed to overrun France. Should the Allies attempt victory through airpower? How much should the Axis invest in large mechanized armies versus the construction of U-boats? And who could build the atomic bomb first?

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