Krieghund,
Let me start out by saying I like the new transport rules from AA50. The fact that your surface war ships must protect your transports, and not the other way around is a great addition to the game. I like the fact that in AA40 it goes one step further to also include enemy subs will get a pop shot at lone transports (one shot @2).
Three thing trouble me though:
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Subs get that pop shot in non combat (emphasis on the term non combat) this was even stopped for air units flying over AA guns in non combat. Seems like you (creators) can’t make up your minds here. Pick one and stay with it.
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The way you (creators) added extra layers of rules to define when a transport is escorted (not very Larry like by the way) is also going against the basic rules for movement in AA games. If you merge units (from two or more sz) into one sz, you always consider that as one fleet. You do not split your fleet in that same sz and fight two different battles from different directions. This even holds true for bombardment (another transport rule). The bombardment units (BB & CR) don’t have to start in the same sz as transports, they just have to end up in the same sz as the unloading transports (or one of them).
Further more say you have surface war ships starting out in the same sz as transports (definitely escorted at that time). You have a planned sea attack for those war ships (not including an amp assault). You do however want to use those transports (amp assault) in another battle with a smaller fleet going to a different sz. In the mist of all of this is a pair of enemy subs lurking in the direction of your planned amp assault. Why can you not pass the baton of escorting your transports to the other fleet. You (by this new rule) will not be allowed to merge your tpts, and smaller fleet into the sz containing a pair of enemy subs then move on 1 space safely. I guess you can’t even merge them together in an open sz then move into the sz w/enemy subs, as they did not start out together (but this I’m not sure about). I know that you could have sent a DD from the original fleet that the tprts came from, but you shouldn’t have to. Besides that same DD could be the difference of if you are successful in other battle. This really does go against all the basic movement rules established through the years.
- Having to have been in the same sz as enemy subs to start (to patrol safe passage I guess), then being stuck there (easy prey) in the enemies turn is kinda off the wall as well. Can you at least move that ship during non combat once the tprt (moved through in combat) has left, or is it still stuck there.
I can see a thin line of thought behind this escorting from start to finish, but it is on rather thin ice IMO, and adds several layers of rules to an already complex game. You should be able to bring fleets together, and allow safe passage, or simply pass the escorting to another fleet. The later would just add another exception though, the first is more adoptable and easier to under stand.
I would even be on board with a rule that says any transport passing through a sz w/enemy subs can be attacked if there is no friendly DD in said sz. Where the DD came from shouldn’t have an impact as long as they were there at the same time. That at least would be consistent w/other rules and again easy to understand.
I don’t know how much the sub lurking rules will come to play, but I think there will be several marches to the rule book that will result in some heated battles (or people not doing it right because they didn’t catch it). A more simplistic rule (w/o this or that has to happen first) might be better.
Please reconsider these abnormalities before we are stuck with them.
Thanks WB