Uncrustable,
why don’t use this game mechanics instead when attacking transports?
@Baron:
@Baron:
@Uncrustable:
Transports cost reduced to 6 IPCs.
-When empty may move 3 spaces during noncombat move. No transport may move 4 spaces
-Transport ‘evasive maneuvers’, each transport caught undefended by an attacking warship or plane may roll 1 dice. A roll of a 1 is a successful evasive maneuver and that transport is removed from battle and placed back on the game board, a transport that evaded an enemy attack while undefended may not unload units until its next turn.This is another way to play a defenseless transport which should be added in this thread to be complete on the optional rule for this topic.
It makes me think about a similar but still a bit different way to played it also as a defenseless but not hopeless transport:
When there is no more warships/aircrafts to defend transports, then each transport roll and for each “1” rolled in a specific round, one TT can escape.
Attacker need to hit transport unit according to each attacking factor (ex.: subs @2/ DD @2 / CA @3, etc.) to destroy one transport.
Each round any un-destroyed transport which haven’t been able to escape can still trying to roll “1” to escape.The combat end when, either all remaining transports have been able to escape, or have been destroyed.
Their will be no more auto-die, no combat unit will be destroy and the naval combat is done according to usual A&A system rule: a roll is needed to destroy any unit and no unit able to destroy more than 1 unit in the same combat round.
Since I play-tested it,
I say it is much more interesting than auto-die and more balance way to keep some surviving TT than destroying expensive attacking units (one way or an other).I should add this detail:
transport can get their evasive roll as soon as their is no more warships or planes on their side at the end of a combat round.Always attacking units can hit first, and it is only surviving transport which can get an evasive roll.
Which means, for instance, if their is 2 transports at the beginning of a round and 2 are hitten by attacker’s units then their is no evasive roll.