@KimRYoung:
Given the choice between transports defending @ 1, or no defense at all, I prefer the later. Played way to many games of original A&A where large squadrons of transports killed lots of capital ships. That was absurd.
Having no defense is in fact correct, but still hate when a lone bomber or sub catches a half dozen transports and sinks them all.
In reality some would escape but I do understand that I as a player can prevent this by not allowing my transport fleet to be unprotected.
A SIMPLE rule I might by into, one short sentence, anything more than that just keep it as it is.
Kim
Unlike Der Kuenstler, many like you and me prefer the new TT but find it excessive to blow in pieces many TT (sometimes much more than 50 IPCs), just because 1 single StrB survived the slaughter against a combined UK and USA warships-escort fleet.
@Gekkepop:
I never liked the defenseless transport rule either, it makes the game hinge too much on a few dice rolls. If your major fleet gets killed with one enemy unit left you could instantly lose 70 IPCs of transports as well. This makes it so the allies have to invest much more in fleet and had to be made a lot stronger in other areas to compensate.
For me it seems a flaw and Der Kuenstler pointed it quite well:
@Der:
1. The “auto-destroy” rule violates the spirit of the game.
Everything in this game involves decisions and risk, and has since the beginning. That’s what makes it so much fun. As Alexander Smith said “Everything is sweetened by risk.” Now we have a rule introduced where there is no risk - only auto-destruction. It is an exception to every other rule and every other unit in the game. All excitement in dice rolling to see what happens is removed. What happens is already decided with no variants at all - no anticipation. Lone transports just get swept off the board. yawn.
Here is another genuine comparative analysis from Der Kuenstler:
@Der:
Yeah! Glad to see I’m not alone in the pro-classic transport camp.
The classic transport:
**- Represents a TROOPSHIP - not a supply ship.
- Blends nicely with one of the maxims of the game “defender chooses his own casualties”
- Makes learning the game easier - less “special” rules
- Keeps the element of chance involved, thus more suspense = more fun
- Keeps battle command decisions in your hands - not the rules**
The Global transport:
**- is auto-slaughtered in large groups if alone
- removes some of your battle command power - you HAVE to choose transports last
- Does not fit with the general game rules - it is like an orange thrown into a barrel of apples**
I couldn’t resist to add this rightful critics and positive suggestions from Spendo02:
@Spendo02:
Let’s detail out the concerns:
Side A: TT in bulk create a problem of balance if they defend @1 because those add up and effectively act as screens because they are sinking ships that will no longer be able to attack.
Side B: It is poor form to decide that anything in a dice rolling game is auto destroyed by the mere presence of a hostile offensive unit.
So we give TT a chance to defend themselves, but limit the dice they roll. It effectively eliminates them as a screening unit because no matter the quantity, they only roll a single die when in combat, at the lowest possible odds to “hit”. However when left undefended, they are not free kills because there is a risk, albeit small, that they could shoot down a fighter or ram a ship and cause it to sink.
I’d even be willing to go as far as once a hit is scored against the TT (which are always the last remaining naval units), the entire flotilla is lost but they can, as a whole still roll a single die @1 to defend themselves.
I still hope we can find some way to make little adjustment for either lover of Classic TT or new Global TT. Just to get more excitment in Global or even others A&A.
P.S. At the end, it will be probably better to transfer the tread into House rules so those not interessed by Global could have a chance to think about it.