Research & Development

22.5 Research & Development

(new optional rule)

Each major power has some research and development (r&d) capabilities above and beyond those already incorporated into the game. This is represented by r&d rolls over 7 broad areas of technology. Some major powers get automatic r&d rolls every turn, others may purchase them, per the chart:

R&D AreaGermanyItalyJapanUSSRCommunist ChinaUnited StatesCommonwealthFranceNationalist China
Land units100100010
Air units1111-1100
Naval units0100-110-
Anti-sub warfare0000-110-
Submarines1000-000-
Missiles1000-000-
Atomic bombs0000-2*00-

Up to three r&d rolls may be made per turn per area of research. Some are free, some cost build points per the table below. Rolls are subject to gearing levels for each item, ie if you did not make a missile r&d roll last turn, you may only do 1 missile r&d roll this turn.

Rating1st roll2nd roll3rd roll
01 bp2 more bps3 more bps
1free2 bps3 more bps
2freefree3 bps
-not allowednot allowednot allowed

* - the USA only has 1 roll if not at total war.

Effects of research and development

Background/Purpose: Research and development (r&d) was a vital and ongoing element of World War II. This allows some strategic flexibility to all major powers.

The inevitable question is: can Germany develop the a-bomb? Well, as with any research program, if you stick to the job and make continual efforts, you will achieve some success. It is conceivable that Germany could have the a-bomb in production by as early as November/December 1944, if they devoted 3 build points per turn to the task and got reasonable a-bomb r&d rolls. The problem then would be to develop a weapon capable of delivering the a-bomb: missiles would be needed (unless using Siegfried's units, in which case a 9 point strat LND is available in 1947). Germany's missile program gets a free roll every turn, which will normally get missiles in production around November/December 1944 as well. Great. In ND /44, Germany would have an a-bomb and could deliver it on a V-1 weapon, with its exciting 2 hex range. All this for only 85 or so build points. Meanwhile, the USA could accelerate its own a-bomb program and probably get it underway even sooner than Germany, regardless of German efforts. Is it worth 85 early war build points? Now imagine plowing half of those builds points into extra SUB research and extra SUBs and its effect on the Battle of the Atlantic... You make the call!

Dave's Notes: Most areas of r&d are subsumed into the background of the game -- the dating of units is the primary example of this. This works well. In a few areas (ASW, SUB) I thought a little extra could be added to simulate abstractly the technological leaps that the competing technologies took from time to time. Other areas (missiles, a-bombs) were developed in conjunction with my Drang Nach Osten scenario, which obviously should not allow Germany to begin missile production less than 2 years after general war begins, or the USA to begin dropping a-bombs possibly only 2 years after being at total war.

Dean's Notes:

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