I ended up chasing two German transports all over the Atlantic for 9 turns. It was like chewing on tinfoil.
Every time I got a crappy roll they got to retreat. Then they’d pick up another troop and harass the rear (e.g., Brazil, Africa, the Eastern Seaboard, or Norway). It was a nightmare.
What kind of peashooters you sent to destroy them? Thats why you need a British naval squadron to contain this situation and block them. The game was made to deny the act of huge stacks and one big battle, but have ongoing battles of smaller units and no situation of blowing some guys navy out of the water in a single turn.
I guess you will have to built a carrier for mid atlantic to fight pesky transports…AKA “commerce raider”
There doesn’t seem to be anyway to hem them in or slow them down.
We allow retreats into SZ’s with subs because it states that Subs & Transports don’t control SZ’s.
Yes but the sub can attack it when its his turn to move away from the zone. The subs would have first strike capability as well. You should be able to kill them.
With Wolfpacks you don’t dare split up your fleets and Germany gets to squirt out around the edges.
Yes during the ‘happy time’ thats what happened, but technology eventually was the remedy to this.
Maybe something like Battle of Bulge where certain units (e.g., DD/CV/BB) exhibit a zone of control that forces you to stop unless you are escorted by a capital ship.
Or some kind of sea interceptor capability for unescorted transports.
I just don’t think transports should be able to harass you so easily.
Frustrated in SZ 11, 12, & 13…
Ok lets here what you propose on this:
Your saying a surface warship exerts control over its sea zone, which is what we have, enemy transports do not…
OK the defender can only retreat naval units by:
- having at least one warship ( not transport)
- rolling a dice adding his total number of warships to a die and the other player doing the same… highest player can decide if combat continues or is broken off.
That would fix it perfectly… you like?