@SS:
OK, I’m looking at giving a transport a defense shot besides at a plane only.
Each transport can decide if it wants 1 shot D12 D1 at a plane or a Cruiser ?, Destroyer and a transport. In all my games the transport gets 1 shot each at any attacking planes.
I don’t know off hand what the G40 OOB rule is.
I know some US transports had 5in guns and the other ones had 20,40 mm anti air and mortars. But I can’t find any info on what was on the other WW2 transports as far as Ger, Russ and so on.
I got a new youngin in group now and all he complains about is the history is not right in these games.
While it’s not perfect, no defense for transports is a lot closer to history than giving them the ability to sink enemy warships.
Yes, some had some light AA armament, and if you’re lucky, you might mount a single 4 or 5-inch deck gun…
On the matter of light AA, yes, in-theory you could shoot down a plane with this, but it was nowhere near the AA armament of an actual warship (even a DD)… so something like a roll of “1” on a 1D12* would be better than the standard roll of “1” on a 1D6. If you want to house-rule AA on a transport, I’d say “1” on a 1D12… using a standard 1D6 would be giving them too much credit (heck, I might even argue a 1D20).
Now a single 4 or 5 inch deck gun for anti-sub defense… this is a long-shot… because for starters, the sub would have to be surfaced for this to even have a chance, and a 4" gun vs torpedoes usually doesn’t end well for the guy with the deck gun… but for the most part, subs stopped making surface attacks anyways, unless it was in the dead of night.
On the issue of a single 4 or 5 inch deck gun on an unarmored transport EVER having ANY chance of engaging and destroying an enemy warship, especially since you specifically mentioned a cruiser (which would be in-reference to a 10,000-ton+ cruiser armed with multiple turrets of 8" guns and an armor belt designed to stop at least 6" and lighter armament, I’m sorry… your friends can moan all they want, a 30-knot heavy cruiser let loose in a fleet of 10-knot unarmored transports is not going to result in the loss of the cruiser in any circumstance short of divine intervention.
Heavily armed Q-ships is an altogether different issue… they aren’t even really transports at that point… not in the traditional sense… they also still suffer from the very bad issue of no armor and no speed (it can be armed well, but it still has no armor belt and usually can’t top 10 to 15 knots tops). Their main advantage is not firepower as much as surprise… the enemy not expecting a armed merchant and closing in without expecting resistance… a proper clash between a Q-ship and an enemy warship would still usually not go well… at best there is chance against a DD or CL, but you can forget a Q-ship having any chance against a CA… and once again, surprise is the main issue here, lose it and the Q-ship is toast. In any case, it’s not really a proper transport, and certainly not the norm… if you want to try and work in unarmored slow Q-Ships, they should be a separate purchase.
In the end, an unarmed or lightly armed typical transport IS A SITTING DUCK to any enemy vessel in this game, and giving them no defense is more realistic then giving them a 1 in 1D6 chance of killing planes and enemy warships. Your friends are getting closer to history as-is than if you start having transports sinking heavy cruisers.
*If 12-sided dice are a rarity or an issue, you can always demand a roll of “snake eyes” on 2D6 to simulate a roll of “1” on a 1D12.