Just think of it this way: Since trannies are NOT involved in the attack (they are not even on the battle board) then they don’t have to “waste any part of their move” getting to the objective. However, any BBs or DDs that contributed to a battle offshore canNOT bombard during the amphibious assault.
Any Transport house rules suggested?
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? :?
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.