thank you for the answer
How does everyone feel about the new transport rules?
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I love the new tranny rule.
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I love the new tranny rule.
Yep, add me to the list. The new tp rules are definitely a step in the right direction, from both a realism standpoint and a gameplay standpoint.
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I very much like the new transport rules (nothing was worse than having your battleship sunk by a transport!) along with the weaker carrier defense. I’d always figured the old values were due to transports and carriers having some built-in destroyers as escorts. Now that DDs are available as separate units, they’re no longer built-in, and the values reflect that.
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I like them a lot.
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The new transport rules are perfect (even though its cost me) I hated losing a fighter to a transport!!! Just silly in my opinion, and now I don’t have to worry about it. So, tell your friends to play a few games with the new rules and if they cry then at least follow Cmdr Jen’s idea of upping the cost which they lowered when they made them defenseless.
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I like the new transport rules, but I think the cost of the transport and the sub should be switched. 7 for sub and 6 for transport
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The new transport rules ok, one of the clever changes from AAR to AA50.
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The new transport rule is more realistic and I like it. Also it is nice that the ships are cheaper.
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I like the new transport rules, but I think the cost of the transport and the sub should be switched. 7 for sub and 6 for transport
Absolutely, the new rules improve the game immensely. Transports were way too strong as fodder and combat units. Even 9IPC is a bargain price. I think the new pricing structure is pretty much spot on for making naval purchasing/combats balanced and interesting. Though I do agree with the above comment that subs are pretty cheap, given the fearsome punch they pack. Don’t know I agree with 6IPC transports, but I’d still buy subs for 7 (though admittedly fewer).
@Danger:
The new transport rules are perfect (even though its cost me)
Poor Danger Mouse took an unlucky blow as Japan in our S01 game. Japan attacked philipines with the BB and 2 loaded transports. The american DD miraculously defeated the BB, and then got a free chance to clear the 2 loaded transports (+ another empty one) after they had to retreat. Painful and very unlucky…
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I really like the new rules with this one exception.
That an unescorted transport can pass through a sea zone with a sub in it unimpeded. I think there should be a rule (like the AA guns) that if an unescorted transport moves through a sea zone with a sub in it, the sub gets one crack at sinking the transport. Unescorted ships in the Atlantic were prime targets for German U-boats. 144 unescorted ships were sunk by U-boats in the Atlantic during the war.
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I really like the new rules with this one exception.
That an unescorted transport can pass through a sea zone with a sub in it unimpeded.
YES! Forgot to mention this one. The sub should definitely be able to prevent this in some way. Makes no sense at all the way this rule is right now.
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I like the new transport rules, but I think the cost of the transport and the sub should be switched. 7 for sub and 6 for transport
Love the avatar, Tru.
@Unknown:
I really like the new rules with this one exception.
That an unescorted transport can pass through a sea zone with a sub in it unimpeded.
YES! Forgot to mention this one. The sub should definitely be able to prevent this in some way. Makes no sense at all the way this rule is right now.
I disagree. From a logic standpoint it makes sense. From a gameplay perspective it does not. Submarines and Transports are non-entities for defense. That means they cannot affect the movement, combat or abilities of other ships unless they are specifically targeted.
Now, if the cost of a submarine was 7 or 8 IPC instead of 5 or 6 IPC (if you have the tech) it might be worth it to increase their effectiveness to be commensurate with their cost. As is, they’re so blasted cheap that it’s appropriate they cannot block transports or anything else.
Figure it like this, when it is not the submarine’s turn, they are busy refueling, resupplying, recharging batteries and/or cycling fresh air into their submarines and the transports are gliding through unopposed.
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@Cmdr:
Figure it like this, when it is not the submarine’s turn, they are busy refueling, resupplying, recharging batteries and/or cycling fresh air into their submarines and the transports are gliding through unopposed.
This makes sense to me, good analogy Jen.
I understand your cost effectiveness point as well. I was just thinking that a similar AA gun rule could be implemented for this one situation.
My rule would be that if a unescorted transport (transport only) passes through a sub zone the sub would get one shot at sinking the transport by rolling a 1 (just like the AA gun rule) except the dice would be limited to the number of subs on the board (not the number of transports passing through). For example, if 4 transports would pass through a sub zone containing 2 subs. The subs would roll 2 dice with a chance at sinking 2 transports if you roll snake eyes.
But I’m obviously in the minority here so the rule is good as it is. With all that said I still love the way the game is laid out. :-D
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I love the new tranny rule. It allows for balanced naval purchases. NO more large TR navies.
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i like it. it has cost me a few times, but its a keeper. though subs should be able to stop a transport, imo. maybe a new tech could be that transports could defend at 1, BB have AA, etc.
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I like the new transport rules, hated losing a plane to the dreaded AA gun of the sea!
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I didn’t mind the 1 defense so much, but using transports as fodder seemed really backward.
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Destroyer costs 8 now, so they replace the Transport easily :) Unfortunately, having a load of transport is not the same thing as having a load of Destroyer. Transports were still useful to move troops around.
Robert
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I think all the units, and particularly naval units have been handled very well in AA50. I don’t think they can add anymore units or do much better with design for this type of game.