Flames and Steel: Technologies

National Attributes and Available Technologies


Germany
National Attributes

Crush communism: At the end of each turn, Germany collects one manpower point for each Soviet territory it occupies. This advantage is limited to producing no more than three manpower points per turn.

Fortress Europe: blockhouses cost 3 PUs each.

Göttingen laboratory: the first two research centers Germany builds cost 5 PUs each.

Prussian military tradition: German regular infantry have a land combat value of 2, and 3 hitpoints. 

Stuka: German dive bombers have a land combat value of 4.

Technology available for research

Improved fighter bomber (FW 190 G-3. May not be researched until round 4.) German dive bombers have 7 hitpoints, a land combat value of 5, a strategic bombing value of 2, and an air combat value of 4. Cost: 10 RPs.

Improved jet (Me 262 HG3. You must have researched the jet technology in a previous round, and it must be round 5 or later.) German fighters have an air combat value of 15,  and 15 hitpoints. Cost: 10 RPs, plus 2 PUs for each fighter on the game board.

Jet. German fighters have an air combat value of 12, 12 hitpoints, and cost 12 PUs each. For every three German fighters in a given territory, Germany receives one jet in their place. Fighters which cannot be converted into jets are sold for 3 PUs each. Cost: 10 RPs.

Panther tank. German tanks have 10 hitpoints, a land combat value of 10, and cost 8 PUs each. For every two regular tanks the German player has on a specific territory, he receives one Panther in their place. Regular tanks which cannot be converted into Panthers are sold for 3 PUs each. Cost: 10 RPs.

Type XXI U-boat. (Cannot be researched until round 5.) German submarines now have 4 hitpoints, a naval combat value of 5, and cost 11 PUs each. For every two submarines you have in a given sea zone, you receive one type XXI U-boat in their place. Submarines which cannot be converted into type XXI U-boats are sold for 4 PUs each. Cost: 5 RPs.

Wasserfall. (Cannot be researched until round 5.) Minor industrial complexes have an air combat value of 3. Major complexes have an air combat value of 9. Artillery has an air combat value of 2, and infantry has an air combat value of 1. Cost: 5 RPs. 

U.S.S.R.
National attributes

Heavy artillery. Soviet artillery has two hitpoints, a land combat value of 4, and an air combat value of 2.

Scorched earth. by removing or destroying all food supplies, farming equipment, rail lines, industrial machinery, and anything else of value, the Soviet Union can engineer a permanent income reduction in a given territory. If one of the Soviet player’s land territories is being attacked, he can announce a decision to scorch the earth. This announcement must be made before combat begins. Scorching the earth results in a permanent, 1 PU decrease in a territory’s value. A territory traded back and forth between the Axis and the Soviets may have its earth scorched multiple times. A territory’s value cannot be reduced below 2 PUs through scorched earth.

T-34. Soviet tanks have three hitpoints.

Technology available for research

Advanced training. (May not be researched until round 3.) Soviet regular infantry have an air combat value of 1. Cost: 5 RPs.

Heavy fighter bomber. (Il-2 Shturmokik. May not be researched until round 3.) Soviet dive bombers have 8 hitpoints and a land combat value of 5. Cost: 5 RPs.

Improved fighters. (Lavochkin La-7. May not be researched until round 4.) Soviet fighters have an air combat value of 6, and 6 hitpoints. Soviet fighters cost 12 PUs each. Cost: 5 RPs plus 3 PUs per Soviet fighter on the game board. 

Simplify the T-34. (May not be researched until round 5.) Soviet tanks now cost 4 PUs each. Cost: 5 RPs. 

T-34-85. (May not be researched until round 4.) Soviet tanks now have a land combat value of 3. Cost: 5 RPs.

Japan
National Attributes

Kate. Japanese dive bombers have a naval combat value of 4.

Light tanks. Japanese tanks have 1 hitpoint, and cost 4 PUs each. Japanese tanks are considered "small" for transport purposes.

Yamato battleship. Japanese battleships have a naval combat value of 7, 8 hitpoints, and cost 32 PUs. 

Zero. Japanese fighters cost 8 PUs each.

Technology available for research

Improved fighter aircraft. (Kyūshū J7W. May not be researched until round 6.) Japanese fighters have an air combat value of 6, 6 hitpoints, and cost 12 PUs each. Cost: 5 RPs plus 5 PUs for each Japanese fighter on the game board.

Improved fighter bomber. (Aichi B7A, a.k.a “Grace.” May not be researched until round 4.) Japanese dive bombers have an air combat value of 4 and have 6 hitpoints. Cost: 5 RPs plus 2 PUs per Japanese dive bomber on the game board or in production.

China
National Attributes

Civil war. Leaders of individual Chinese factions are concerned about losing ground in the Chinese civil war. Therefore, Chinese units are not allowed off Chinese territory. For the purposes of this rule, all China’s starting territory, plus Manchuria and Kwangtung, are considered Chinese.

Devastated factories. Due to the destruction wrought by the Chinese civil war, China is not allowed to build tanks, blockhouses, naval units, or bombers. 

Determination. China’s infantry do not cost it any PUs.

Guerrilla warfare. During the place new units phase of each turn, Chinese guerrillas pick an Axis controlled Chinese territory. The Chinese player allocates two hits to units of his choice. Injured enemy units heal immediately after China’s collect income phase is over.

Technology available for research 

None.

U.K.
National attributes

Research centre. The first research center the U.K. builds costs 5 PUs.

Radar. British minor industrial complexes have an air combat value of 2. Major complexes have an air combat value of 6.

Spitfire. British fighters have an air combat value of 5.

Technology available for research

Improved anti-air defenses (May not be researched until round 5, and you must first have researched proximity fuse.) Cruisers have an air combat value of 2, aircraft carriers have an air combat value of 3, battleships have an air combat value of 4. Cost: 10 RPs.

Improved fighter aircraft (Spitfire Mk 24 type 356. May not be researched until round 5.) British fighters have an air combat value of 6, 6 hitpoints, and cost 12 PUs each. Cost: 5 RPs plus 3 PUs for each British fighter on the game board.

Proximity fuse: British artillery has a land combat value of 5. Cost: 10 RPs. 

U.S. 
National attributes

Los Alamos research center. The first two research centers the U.S. builds cost 8 PUs each. The research centers must be placed in the Western United States.

Technology available for research

Improved anti-air defenses. (May not be researched until round 5, and you must first have researched proximity fuse.) Cruisers have an air combat value of 2, aircraft carriers have an air combat value of 3, battleships have an air combat value of 4. Cost: 10 RPs.

Improved fighter aircraft. (P-51 Mustang. May not be researched until round 5.) American fighters have an air combat value of 6, 6 hitpoints, and cost 12 PUs each. Cost: 5 RPs plus 3 PUs for each American fighter on the game board.

Long-range aircraft. (May not be researched until round 4.) Strategic bombers have a range of 8; all other planes have a range of 6. Cost: 15 RPs.

Proximity fuse. American artillery has a land combat value of 5. Cost: 10 RPs.

Superfortress. (B-29. May not be researched until round 6.) American strategic bombers have an air combat value of 2, 11 hitpoints, and a strategic bombing value of 6 PUs plus a permanent 2 PU income reduction. American strategic bombers have a range of 8 (or 10 with long range aircraft). American strategic bombers cost 21 PUs each. Cost: 15 RPs plus 5 PUs per American strategic bomber on the game board.

Thunderbolt. (P-47. May not be researched until round 4.) American dive bombers have 7 hitpoints, a land combat value of 6, and a strategic bombing value of 2. While on strategic bombing raids, each American dive bomber rolls a die. On a roll of 1 - 3, the bombed territory experiences a permanent income reduction of 1 PU. American dive bombers cost 13 PUs each. Cost: 10 RPs plus 4 PUs per American dive bomber on the game board.

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