Probably because its based on a time frame. If you have inf with these landings then they have established a landing. Maybe both sides suck at hitting.
I like where attacking art and tanks get no 1st round attacks and attacking ships bombardment hit art and or a motorized unit first. If non then a inf.
Also when there is a landing most Inf won’t be on the beachhead. They’ll be dug in further back.
The aberration of the defenseless transport
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Transports and merchant vessels have historically have rammed into subs.
I do not see what prevents them from ramming into other naval units. They should roll a 1, cannot be taken as a casualty, they all die after shooting when no other ships remain to defend them.
I do not know how you guys would die, but if all the ships around me got sunk and there was no escape… I would ram what I can and hope for the best.
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Give transports each one AA dice. thats it all else stays the same
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@Uncrustable:
Give transports each one AA dice. thats it all else stays the same
You mean for OOB Global TT Taken last?
TT A0D0M2C7, each TT AA@1 against 1 aircraft only. Auto-kill vs other units. No escape.Does Aircrafts can retreat when their is any surface vessels with them (DDs, Subs, BB, etc.) that can do the slaughter of the poor little TT lambs?
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Well AA dice is generally rolled BEFORE the battle begins and casualties are removed BEFORE the battle begins.
So give current OOB transport each an AA dice (defense only).
Treat that dice as an AA dice.NOTE: AAA get up to 3 dice per AAA OR the total number of aircraft. Whichever is LESS……
----Transports would get ONE AA dice apiece or the total number of aircraft. whichever is LESS…So if 5 planes attack 2 transports…roll 2 AA dice.
If 3 planes attack 4 transports roll 3 AA dice.
If 7 planes attack 7 transports roll 7 AA dice. -
@The:
We found this was a fair balance cause its kinda bs when you leave your transports undefended cause you think theyre out of range only to be popped by a single far off bomber.
I’m sorry, but is it just the chessplayer in me that finds the above quote to be…. well… “whiny”? Hey, guess what, if that keeps happening to you, learn how to count better…
I mean, seriously, is this what this thread is about? Maybe we should also change how the Knight moves in chess, since, if I move my Knight to fork your King and Queen, the most powerful piece, the Queen, cannot retaliate. Yep, she gets no dice whatsover and is lost. What a stupid rule, isn’t it?? I bet Larry Harris came up with that one, too… :P
Seriously, if you actually make it a practice of protecting you transports, this entire thread is stupid. And if you don’t, well, then play a different game, but don’t whine when that bomber that you somehow didn’t see wreaks havoc on your little trannie fleet…
Yeah. I said it.  :roll:
Dizz, do you play F2F board games? you could make that mistake. Probably not the best statement to prove a point however. As far as chess references LH changed the rule from the original stats long after we had destroyers available.
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I was thinking transports just roll 1s during defense and offense, cannot be taken as casualties, they just die (except for the special case where a sub rolls a hit and no other naval units are left in which case you roll one less)
As far as the whole “strategy this and that come up with a better one.” That is a stupid argument. It is not what this thread is about.
In actual game terms this increases the viability of sea lion as well as the viability of USA involvement in both theaters.
then again I am not sure how big of an impact rolling 1s will have. It just increases the variability of naval battles is all. As far as big naval showdowns go.
It does give a chance for say 5 transports alone defending against one unit. Which kind of makes sense, just score one hit and you live, but it is small risk big reward thing for say a lone destroyer… I would still attack it.
Still you do not see undefended transports too often when it is autokill. One roll won’t change much.
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Generally speaking in my group we play with a defense roll of one because that’s what we used to play when playing classic. We rarely get together for in person games so I don’t really care so much what Larry Harris or anyone else says. I suppose if I ever play a tourney or online I’ll have to deal with it. I just think auto kill is BS. I think those for some kind of defense have thought this out and are not some noob who is just making up rules.
I guess I’ve said my peace. The transport should not just get auto-killed.
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Generally speaking in my group we play with a defense roll of one because that’s what we used to play when playing classic. We rarely get together for in person games so I don’t really care so much what Larry Harris or anyone else says. I suppose if I ever play a tourney or online I’ll have to deal with it. I just think auto kill is BS. I think those for some kind of defense have thought this out and are not some noob who is just making up rules.
I guess I’ve said my peace. The transport should not just get auto-killed.
What means “BS”? English isn’t my first tongue, sorry.
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@Cow:
I was thinking transports just roll 1s during defense and offense, cannot be taken as casualties, they just die (except for the special case where a sub rolls a hit and no other naval units are left in which case you roll one less)
As far as the whole “strategy this and that come up with a better one.” That is a stupid argument. It is not what this thread is about.
In actual game terms this increases the viability of sea lion as well as the viability of USA involvement in both theaters.
then again I am not sure how big of an impact rolling 1s will have. It just increases the variability of naval battles is all. As far as big naval showdowns go.
It does give a chance for say 5 transports alone defending against one unit. Which kind of makes sense, just score one hit and you live, but it is small risk big reward thing for say a lone destroyer… I would still attack it.
Still you do not see undefended transports too often when it is autokill. One roll won’t change much.
Sorry, I’m not sure to grab everything you said.
5TT, which can under your house rule, attack, so 5@1, a 1 DD Def@2.
If the DD hit, the 5 TT are all sunk. But if 1TT marks a hit then DD is destroy and 4TT are still alive. Is it? -
@Baron:
@Uncrustable:
Give transports each one AA dice. thats it all else stays the same
You mean for OOB Global TT Taken last?
TT A0D0M2C7, each TT AA@1 against 1 aircraft only. Auto-kill vs other units. No escape.Does Aircrafts can retreat when their is any surface vessels with them (DDs, Subs, BB, etc.) that can do the slaughter of the poor little TT lambs?
@Uncrustable:
Well AA dice is generally rolled BEFORE the battle begins and casualties are removed BEFORE the battle begins.
So give current OOB transport each an AA dice (defense only).
Treat that dice as an AA dice.NOTE: AAA get up to 3 dice per AAA OR the total number of aircraft. Whichever is LESS……
----Transports would get ONE AA dice apiece or the total number of aircraft. whichever is LESS…So if 5 planes attack 2 transports…roll 2 AA dice.
If 3 planes attack 4 transports roll 3 AA dice.
If 7 planes attack 7 transports roll 7 AA dice.Thanks for the emphasis on the real AA nature of the @1.
Its another avenue.
If that’s so you mean they got a preemptive strike against aircrafts.
Is it acceptable for you?When there is warships and aircrafts, survivors of a prior battle against escort warships, don’t consider aircrafts (be safe and not submitting to AA fire) for this second step of naval combat since the warships, by themselves, can take care of transports?
It will be similar to this, but not exactly similar because of your real preemptive AA fire:
@The:
“They could have left the roll @1 and just made it so the TTs must always be the last to be assigned hits… which is a newly implemented rule anyway.”
This is basically what we do except only when being attacked by all planes. The transport cant take hits but they still get their one. If 4 undefended trans are attacked by a sole plane the plane must survive the barage of 4 1s if it wants to wipe out the 4 trans. If it gets hit but still gets a 3 or less then one plane and one trans are lost. We found this was a fair balance cause its kinda bs when you leave your transports undefended cause you think they’re out of range only to be popped by a single far off bomber.
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Wow - still going I see. I think everyone needs to back up and look at what this game is. Axis and Allies is what’s known as a “Beer and Pretzels” game among game enthusiasts. It is by no stretch of the imagination a serious military simulation!
Because the game is played at the scale of the entire world on your kitchen table, it must paint with a wide brush as far as reality goes. Now you have rules in it like “subs can’t hit planes.” Why not? Why did u-boats all mount AA guns? “planes cannot hit subs without a DD present.” Why not? You’re telling me a plane never caught a sub on the surface while on patrol? These are attempts to force more realism into the game.
Special rules can enhance play if used sparingly, but they can also seriously reduce the fun factor and bog the game down.
My proposal to return to the classic transport fits it nicely with the guiding rules of Axis and Allies since its beginnings.
- Every attack involves chance
- Defender chooses his own casualties
Realism should NOT be the priority here. There is no weather in this game. There is no supply. Japanese tanks are just as effective as German ones. What the game does do well is allow players to have fun, make strategic decisions, and cuss or shout at dice rolls.
If you are worried about transport fodder, just bump the transports up to 10 IPCs. If your opponent wants to take his transport first as a casualty, let him. He’s still losing IPCs. He’s losing his ability to move units across water. Let the player be the commander. And you are still playing AXIS & ALLIES, not some mutant hybrid game that is attempting to match reality by flooding the classic game system with a bunch of forced extra rules.
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@Der:
Wow - still going I see. I think everyone needs to back up and look at what this game is. Axis and Allies is what’s known as a “Beer and Pretzels” game among game enthusiasts. It is by no stretch of the imagination a serious military simulation!
Because the game is played at the scale of the entire world on your kitchen table, it must paint with a wide brush as far as reality goes. Now you have rules in it like “subs can’t hit planes.” Why not? Why did u-boats all mount AA guns? “planes cannot hit subs without a DD present.” Why not? You’re telling me a plane never caught a sub on the surface while on patrol? These are attempts to force more realism into the game.
Special rules can enhance play if used sparingly, but they can also seriously reduce the fun factor and bog the game down.
My proposal to return to the classic transport fits it nicely with the guiding rules of Axis and Allies since its beginnings.
- Every attack involves chance
- Defender chooses his own casualties
Realism should NOT be the priority here. There is no weather in this game. There is no supply. Japanese tanks are just as effective as German ones. What the game does do well is allow players to have fun, make strategic decisions, and cuss or shout at dice rolls.
If you are worried about transport fodder, just bump the transports up to 10 IPCs. If your opponent wants to take his transport first as a casualty, let him. He’s still losing IPCs. He’s losing his ability to move units across water. Let the player be the commander. And you are still playing AXIS & ALLIES, not some mutant hybrid game that is attempting to match reality by flooding the classic game system with a bunch of forced extra rules.
Good to see you back. :-)
It is a kind of closing the circle you started…
Or maybe extinguishing the fire you started? 8-)I see that you still emphasis your preference for Classics.
It is still very appealing.
Strangely, there was many more suggestions of adjustment for the “Taken last” transport. It took me much more time than I expected at first to summarize the 15 variations and it maybe still going.You said:
And you are still playing AXIS & ALLIES, not some mutant hybrid game that is attempting to match reality by flooding the classic game system with a bunch of forced extra rules.
Strangely, if you pick option one by one and take the time to understand it, you will see that most of them are just taking some little modifiers from existing rules, or used an A&A mechanics applied elsewhere and use it for their Transports rule.
Of course, their is still more or less simple variations, more or less realistic, more or less balance vs other units and have more or less consequences on the play balance between Axis vs Allies. And I’m sure, many made their posts for the sake of those criterias, not to create a monster.
Actually, I think the more we directly revert back to Classic TP, the more it changes the balance toward Allies. But many think Global is too much pro-Axis, so they can try a different TP rule instead of a bid.
However, after all that have been said, I’m still wondering:
If I change for less defenseless transport Taken last, which one will I choose to introduce to my friends for playing?Nonetheless, thank you very much Der Kuenstler for your initial post and question. :wink:
It was a very stimulating one, I like all the thinking outside the box which generated from.
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@Der:
Wow - still going I see. I think everyone needs to back up and look at what this game is. Axis and Allies is what’s known as a “Beer and Pretzels” game among game enthusiasts. It is by no stretch of the imagination a serious military simulation!
Because the game is played at the scale of the entire world on your kitchen table, it must paint with a wide brush as far as reality goes. Now you have rules in it like “subs can’t hit planes.” Why not? Why did u-boats all mount AA guns? “planes cannot hit subs without a DD present.” Why not? You’re telling me a plane never caught a sub on the surface while on patrol? These are attempts to force more realism into the game.
Special rules can enhance play if used sparingly, but they can also seriously reduce the fun factor and bog the game down.
My proposal to return to the classic transport fits it nicely with the guiding rules of Axis and Allies since its beginnings.
- Every attack involves chance
- Defender chooses his own casualties
Realism should NOT be the priority here. There is no weather in this game. There is no supply. Japanese tanks are just as effective as German ones. What the game does do well is allow players to have fun, make strategic decisions, and cuss or shout at dice rolls.
If you are worried about transport fodder, just bump the transports up to 10 IPCs. If your opponent wants to take his transport first as a casualty, let him. He’s still losing IPCs. He’s losing his ability to move units across water. Let the player be the commander. And you are still playing AXIS & ALLIES, not some mutant hybrid game that is attempting to match reality by flooding the classic game system with a bunch of forced extra rules.
Well i couldn’t disagree with you more on transport rules.
I think naval combat/fleet compositions, and the game as a whole, is better off with the new transport rules, and i’m glad i see it the way Larry apparently does.Transports to transport
Warships to protect/attack transports
Simple -
I just got my wife playing 1941 with me she likes the game a lot and is picking it up quick to the point where she’s downloaded the PDF on her iPad and Droid so she can read it at work when time allows.
That being said we fudged some of the rules like allowing shore bombardment for BBs. She asked what TTs defended at? I had to laugh and explain the whole saga. During the game she had to ask twice about whether or not she would have to fight against TTs I explained no, due to having no combat value. All in all she learned not to leave the transports un-escorted (which usually doesn’t happen anyway) which she did.
Whole point is that you may want to send out a lone transport out once in a while and it would be great if it had a fighting chance. The newer rule is do-able but adds the need to essentially double your amphibious assault costs.
My conclusion is that during a F2F, table-top, non-tourney game classic transport (or DK’s) rules have thier place. Larry Harris is never going to change it back and most people here won’t adopt it. So. DK and anyone else who likes the old(ish) rules, If we ever play F2F I’m game for those rules otherwise I’m not going to argue the point.
IMO the rule change since AAGC and AA50 is dumb as hell to me but that is how it is, and I don’t think believing so makes one an idiot for thinking so.
Anyway cheers to DK for such a great thread!
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5TT, which can under your house rule, attack, so 5@1, a 1 DD Def@2.
If the DD hit, the 5 TT are all sunk. But if 1TT marks a hit then DD is destroy and 4TT are still alive. Is it?Scenario 1. DD miss + transports miss = all transports dead
Scenario 2. DD hits + transports hit = 1 transport dies rest survive.There you go. :D This is better because it allows attackers the same flexibility as before when it comes to choosing casualties in those bigger battles. Also I would give transports an attack value as well. They all die if they miss their attack.
This may lead to some pretty epic ramming!
This is a nice balance between people traumatized by classic transports and people super board looking at America post transport rule change.
Their blood may boil again! hip hip hooray!
We have found a middle between trauma and boredom. Now how to get both sides to agree…
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Thanks for the explanations.
Interesting idea that TT can be use as attack@1 but to a great danger for them.
Did it take a long time to come with it?
The more I think about it the more it seems simple to play with it.
Attacking units will make 100% casualties if only 1 survive the TT defensive rolls.
They could still do damage to TT group even if they didn’t survive.I’m wondering why I didn’t think about it, it seems an obvious possibility now. :mrgreen:
I insert your option in my summarize post “Reply #184” and formulate that way, is it OK?
TTn1.5 Cow A1D1C7, 1 hit value, can survive if no enemy after 1st round. No escape, auto-kill.
Sorry, I’m not very good and fast thinker:
it allows attackers the same flexibility as before when it comes to choosing casualties
Are you in the TT Classic paradigm: defender [attacker, for this rare TT type] can choose casualties?
Because I thought you were elaborating a “Taken last” TT house rule. -
I mean that… attackers can send their boats in for the attack… sure you can’t choose them as casualties but you are attacking with them like before and when you choose your casualties before retreating you are not totally screwed, you have some flexibility as far as choosing what you want to defend with.
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@Cow:
I mean that… attackers can send their boats in for the attack… sure you can’t choose them as casualties but you are attacking with them like before and when you choose your casualties before retreating you are not totally screwed, you have some flexibility as far as choosing what you want to defend with.
Still me, I little short example will help me surely understand what your words mean. Please. :-)
I thought that even in the “good older times” transport have no attack value, and it can participate into an amphibious assault. Of course, it was also used as cannon fodder (taking hits as the carrier can do in OOB rules) in naval battle, but still didn’t get A1.
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Yeah it is just to make it fair for both sides of a big naval conflict. Before you could take them as losses in classic… the defender got a roll at 1, which kind of made it better to defend.
Now it is lopsided. The defender losses out and the attacker gets an even bigger payday because the risk is small. If he has to make the same commitment and lose out on a possible counter attack… then the game better promotes action for both sides.
One side has a reason to advance and the other side has a reason to attack.
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I thought of this idea the moment someone said AA gun roll… I was like… you know what… how about transports roll at 1 on attack and defense… but none of that casualty stuff. That is a good middle. Plus it is cool rolling more dice.
It is nonsense to play a board game and get no dice out of a unit. Even a bomber rolls a 1 on defense.
Plus all the people that complain about it, they really only want a dice. They do not care if it is a casualty or not, they just miss the roll.
All the people that complained about the classic transport… were mad about 4 lone transports defeating their 3 fighters attacking. The odds are much better for them to kill lone transports, but it is not 100%.