I’m still agreeing to this objection about Classic Transport:
@knp7765:
So you advocate raising the transport’s cost to 10, letting them defend @ 1 and allowing the player to select them as casualties BEFORE any warships? I don’t think that is a good idea. Even with the increased price, you are still going to end up with some players using transports as fodder even in attacks. I remember that from Classic, when someone would have a “fleet” made up of a couple of battleships and 10 transports and would attack another fleet, sinking it while only losing 5-6 empty transports.
However, I will agree that making transports totally defenseless is an overstretch. One thing I have never liked is seeing a single fighter or sub wipe out a big stack of transports. So I suggested that each warship or plane be limited to 3 transports. So, for 1-3 transports = 1 attacker, 4-6 transports = 2 attackers, etc. So if you want to kill a stack of 10 transports, you would HAVE to commit 4 attacking units.
As for transport defenses, simply giving them a hit @ 1 isn’t right either. As stated in previous posts, transports were not equipped to deal with submarines and it’s really ridiculous to think of a transport being able to hit a warship. I do like Baron Munchhausen’s idea of giving transports an AA shot. It’s not unbelievable to imagine a transport being able to shoot down an enemy plane. It shouldn’t be an automatic destroy of the aircraft like on land though. I would combine this with my 1 attacker per 3 transports idea. For example, 1 fighter flies out to kill 3 transports. Each transport gets to roll @1. If one of them gets a hit, then the fighter rolls to get a 3. If the fighter gets a 3, then it destroys 1 transport and the fighter is destroyed by the transport AA hit. If none of the transports get a hit, then the fighter automatically destroys all three transports without having to roll. This gives any attacker that goes “air heavy” an element of risk when going after unescorted transports.
Now, what I propose is clearly influence by this post of knp7765.
It is a kind of combination between classic TP (vs aircrafts) and defenseless TP (vs warships).
Here is the house rule:
A- TP can never control a sea-zone or act like a “blocker”.
B- TP is A0 D0 M2 C7 and has a 1 hit value as TPclassic + 1D@1 vs aircraft each round (as AAA without the preemptive effect).
C- When any Warships (such as subs, destroyers, cruisers, battleships and even 1942 carrier CV A1 D2 M2 C14 but not 1940 CV) attack TPs without escort, it is an autokill on a 1 on 1 basis, except for BB which got 2 TPs/BB ratio.
This attack can last only two rounds, (maybe one? or even three?) then remaining TPs are treated as having been able to escape the slaughter fleeing combat in the same sea-zone. I had called it “scattering”. It is pretty similar to a sub “submerge” ability.
D- When any aircrafts launch an attack on isolated TPs, it is a regular attack (StrB A4, TacB A3-4, Fg A3) and TP gets each round a Defense roll @1 for each TP or aircraft present whichever is less, no preemptive strike.
For example: 1 Fgt vs 3 TPs, the Fgt gets only one roll @1/round against it.
It is a regular combat and it is over when attacker retreats or all defending TPs units are sunk.
E- When both warships and aircrafts attacked an isolated group of TPs, the warships have 2 rounds to destroy as much TPs as 2TPs/warship, 4 TPs/BB (or 1 rnd to destroy 1TP/Wship, 2TPs/BB? or 3rnd for 3TPs/Ws?) but aircrafts can continue the battle after, as stated in D.
F- Here is the main rule change: when TPs and warships sharing a sea-zone are under attack, the attacker have 2 choices:
option 1- to ignore the TPs and fight only the warships (and any Fgs from CV or scrambled). If all defending warships and aircrafts are destroyed, then the battle is over and all the TPs have survived and can even share the sea-zone with the attacker’s victorious units.
option 2- to attack both transports and warships, which mean TPs can be taken as cheap fodder (as said 1 TP worth 1 hit) instead of loosing a combat unit. The battle is over when attacker retreat or all defending units are destroyed (including all TPs), or some TPs managed to escape after 2 rounds (or 1 rnd? o 3 rnds?) of autokill from warships, as stated in C.
So this special House Rule give the attacking player the choice to kill only warships at the expense of letting TPs alive for another turn (and let them be able to flee toward a safe haven: up to 2 sea-zone away) or
going for the total kill at the expense of suffering greater casualties because of the TP unit ability to be taken as a casualty even if it have no defensive value against attacking ships.
I think this discrimination against aircrafts is balance by their better projection of power (near 3 to 5 spaces move and even 4-6 with airbase) than any surface vessel (2 spaces move) and better attack factor/IPC [Fgt A3 M4 C10 vs CA A3 M2 C12 vs StB A4 M6 C12 vs BB A4 M2 C20]. It will also be sound from an historical point of view as some posts noted earlier about Transport real antiaircraft capacity.
Do you think this HR can give a better balance between Axis and Allies powers in Global and 1942?
Should we give warships 3 rounds or only 1 round of fire against defenseless transport instead of two?
I hope my English will not too much hindered your understanding of these few additionals rules.