If you build an AC or 2 transports on G1, the allies can both buy air and sink you unified navy in sz7 on UK2 and US2. If you really want to mess with the Allies in the Atlantic, you might want to try one of the following strategies (though they do come at a cost):
bid a sub in sz8 and kill the sz2 navy on G1 (you can combine this with a naval purchase on G1 and foregoing Egypt, sending the sz 14 fleet to sz 13, if you have the nerve) Buy something like bomber, fig, 5 inf or bomber, 8 inf and move your navy to sz 7 (add the sub in sz 8 or a possible bid unit for added effect). Because of the extra bomber, the UK will be hard-pressed to unify in sz 8 and hitting 5+ units in sz 7 is not really attractive either.Any Transport house rules suggested?
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I luv the game, but the one thing that irks me is that transports can inflict heavy damage on airfleets and warships with a little luck. I was playing a game today, and my opponent attacks a jap trans with 2 US fighters. I lucked out and rolled a 1 and he missed with both fighters, then the battle went a few more rounds and he won, but I was close to winning with a bit of luck.
Then I attacked 3 transports in SZ7 with a bomber and fighter. He rolled 1 twice, winning with 1 transport left.
On a third occasion, he attcked my destroyer and trans with a sub, and I missed with the destroyer and hit with the transport. AN ESCORT CAN NOT ALLOW HIS PROTECTED SHIP TO DESTROY A SUB.
All of this defies all logic of military thinking. I used to consider the transport an abstract representation of an escorted convoy, but now that we can buy destroyers, that is no longer a realistic assumption.
I hate the low luck rules and we love throwing dice, so is there any good house rule to make transports a less dangerous but balanced part of the game? :?
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Welcome, Miket2424!
You could try reducing transports’ defense value. If a transport rolls a 1, roll again and only hit on a 3 or less. This would effectively halve their defensive capability.
You could also try using the transport rules from the new Anniversary game (see pages 13-16, 18-19, 21 and 31). This is a bit more radical approach, and may require tweaking the setup a bit to counter the reduction in combat strength of some fleets.





