The aberration of the defenseless transport

  • TripleA

    Under my plan transports pew pew @ 1 but do not provide fodder.

    What is wrong with that? They have weaponry and are capable of assisting a battle. Yes other naval ships protect them which is why they die first. Does not mean a transport had no tactical value in a naval engagement when in fact they did. Transports have rammed into other naval vessels and fired upon aircraft.

    A ship was always better than no ship in ww2.

    Yeah I think carriers should attack and defend at 1 instead of 0-2.

    If I had command of a transport and my marines were offloaded… yes I would do what I can to help a major naval engagement. I might try to ram a sub while trying to engage aircraft above. 3 subs were rammed by a transport in WWII. It just happens.

    Back to the topic. 1-1 and no casualty seems like a better transport both game mechanic wise and realistically.

  • TripleA

    kreighung stop making complicated rules. :(


  • Every “special rule” you come up with only further complicates the game. You just do this, guys - you make transports the way they were for 24 years.

    In 2004 before all of this tinkering with the rules Larry Harris said on his site “Transports work well and always have.”

    Transports defended @1 because they were assumed to be escorted.
    Now there are DDs in the game that defend @2.

    However, there were still many types of escorts that took part in WWII protecting transports that were not as good as DDs but still offered some protection. There were Merchant aircraft carriers, Catapult Aircraft Merchantmen, Armed merchant cruisers, Corvettes, Frigates, and Escort Carriers. These can be represented by making the transports defend @1 as they used to. This is 1/2 the strength of a DD escort.

    Stop the reminiscing “when we used to play back in the 80’s, blah blah” - it won’t work that way anymore - now BBs take 2 hits, subs cost 6 IPCs, and DDs are a purchase option. You bump the classic transport up to 10 IPCs and call it a troopship, which is what it is anyway. Nobody is going to be fool enough to use them as fodder anymore.

    And best of all: no special rules. They fit in nicely with the rules already in place. Plug them in and just play.

  • '17 '16

    @Baron:

    So what if a lone fighter can’t simply wipe out a bunch of transports? Is it fair or unbalanced that ONE unit can wipe out and theoretically destroy an INFINITE amount of transports because they are unescorted?

    That’s the aberration portion.
    You may play 1940 Global with TT Def@1 8 IPCs.
    But giving starting TT Def@1 will have an impact.

    I already thinking about a similar unit: TT+corvette/frigates Def@1 9 IPCs.
    And also keeping TT @0 7IPCs.
    And transport are taken as last casualities.

    Just a way to upgrade starting TT for 2 IPCs near IC or NB.
    In this way, it follows the rule for navy unit: average is 2 IPCs for 1 point Att or Def.
    Anyone can buy either TT at 7 IPCs or TT lightly escorted at 9 IPCs.

    It can simulate the progressive introduction of this small naval units during WWII specially to protect against Subs.

    Probably no one will buy TT with no hit value after introducing TT@1 C9…

    Hey! Someone steal my ideas!   :-o

    @toblerone77:

    Okay heres an idea.  Why not house rule this:

    Corvettes- Any player may build corvette class escorts that defend @ 1 for an extra 2 or 3 IPCS per transport. It is marked on the board by placing a national marker underneath each transport. The corvette is ‘built-into’ the transport and is non-transferable. It (the corvette escort coupled with a TRNS) can be taken as a casualty the same as any other unit.

    I may use some old Attack! pieces for this if I decide to do it. They’re small and would make a good marker.

    M-2* Coupled to transport. A-0 D-1 C- +2/3 (You/Play Group decide) to transport at time of purchase. 1 corvette/escort to one transport.

    Actually, you got exactly what I was thinking about how I could introduce both units: the nation markers!
    I will make the adjusment +3 (and add your name as a partisan) in my summary post.

    I’m glad to see how this tread evolve and develop upon others ideas.   :-D

    This option with 2 TT units is a kind of historical oriented Global mid-term for Pro-escort in a TT unit and the No-escort in a TT unit.

    So you can play with both OOB rules (classic and new) in the same Global game because of the 2 units. Isn’t nice and beautiful ?!  8-)
    Everybody should be happy, no need to decide.  :lol:

  • '17 '16

    @KimRYoung:

    And while you’re thinking of ideas, consider the following about American amphibious cargo ships (originally called Attack Cargo Ships, or AKA):

    "Attack cargo ships played a vital role in the Pacific War, where many were attacked by kamikazes and other aircraft, and several were torpedoed, but none were sunk or otherwise destroyed. "

    So why are so many sunk so mercilessly in A&A??

    Kim

    Cool, that it as the historical core ship of a real TTc A0D1C8 or even Cow version TTn A1?D1C? unit that can take better care of himself!

    They weren’t that many, they should cost 10 IPCs like Der Kuenstler suggested.

    Now we have:
    the defenseless one:     TTn A0D0C7          :oops:
    The escorted one:         TTc2 A0D1C7+2EF   8-)
    The attacking one AKA: TTcow A1D1C10   :evil:

    EF: Escort Frigate (slower and lighter than DD)
    I’m kidding.
    But it is quite funny for those who wants Global Navy look like historical navy.

  • '17 '16

    @Cow:

    Under my plan transports pew pew @ 1 but do not provide fodder.

    What is wrong with that? They have weaponry and are capable of assisting a battle. Yes other naval ships protect them which is why they die first. Does not mean a transport had no tactical value in a naval engagement when in fact they did. Transports have rammed into other naval vessels and fired upon aircraft.

    A ship was always better than no ship in ww2.

    Yeah I think carriers should attack and defend at 1 instead of 0-2.

    If I had command of a transport and my marines were offloaded… yes I would do what I can to help a major naval engagement. I might try to ram a sub while trying to engage aircraft above. 3 subs were rammed by a transport in WWII. It just happens.

    Back to the topic. 1-1 and no casualty seems like a better transport both game mechanic wise and realistically.

    Many seems reluctant to give A1 to a TT even our new AKA. Even if the debate is still raging on, from Cow idea it is easy to extrapolate another type of TT: a simply less dangerous one on attack. That is both mine and Cow:

    TTn2 Baron [Cow] A0D1C7, 1 hit value, can survive if no enemy after 1st round. No escape, auto-kill.

    TTn3 Cow A1D1C7, 1 hit value, can survive if no enemy after 1st round. No escape, auto-kill.

  • TripleA

    USA cannot bring boatloads of men like it used to, which kind of sucks. You never see Germany getting conquered anymore… once in awhile Italy gets hit. It is sad stuff now.

    I would like to roll 1-1. It does not change the current transport rules as it just gives transports an attack. That is it. They still instantly go poof against a lone attacker when by itself… I am only giving them an attack value. That is it.

    It is weird that USA sucks. Even when I am the Germany/Italy, it is like, “USA can’t do jack so I am not going to worry about it.” If USA had more of a chance to defend a reasonable boat drop of 10-20 guys in the atlantic without totally losing the game in the pacific… that would be cool.

  • Customizer

    If you’re into modding parts you can pick up some old AA classic transports and file the nose down to an angle that looks indicative of a ramp-nosed transport you might need to paint and coat but these would do nicely as “assault transports”.


  • OK…. I lied.  I just couldn’t get past this statement BJCard :-D

    I was surprised you haven’t interjected into the topic about holding off the US by attacking the Aleutian islands that turned into a debate on why waiting to attack as the Axis is better.

    Let’s not give the wrong impression here.  I merely stated that a J4 CAN work while you and GHR2 attacked everything I said (not you quite as much) to the point where GHR2 said I needed to play against “more experienced players” before I claim it as a “viable” strategy.  I never said it was better than ANY other type of strategy.  I think many strategies can and have worked.

    I kind of like the idea by cow.  I am on the fence with the attacking part as well but there has to be something done.  The axis are just too powerful.

  • '17 '16

    @KimRYoung:

    Right now looks like everyone is in the phase of throwing spaghetti at the wall.
    Kim

    What does this mean? I never eard of this expression.


  • @Baron:

    @KimRYoung:

    Right now looks like everyone is in the phase of throwing spaghetti at the wall.
    Kim

    What does this mean? I never eard of this expression.

    Everyone is just spouting off random ideas without much thought to them  :lol:


  • @elevenjerk:

    OK…. I lied.  I just couldn’t get past this statement BJCard :-D

    I was surprised you haven’t interjected into the topic about holding off the US by attacking the Aleutian islands that turned into a debate on why waiting to attack as the Axis is better.

    Let’s not give the wrong impression here.  I merely stated that a J4 CAN work while you and GHR2 attacked everything I said (not you quite as much) to the point where GHR2 said I needed to play against “more experienced players” before I claim it as a “viable” strategy.  I never said it was better than ANY other type of strategy.  I think many strategies can and have worked.

    I kind of like the idea by cow.  I am on the fence with the attacking part as well but there has to be something done.  The axis are just too powerful.

    elevenjerk- I was not attacking, just discussing.  I never said it wasn’t viable, I just had my doubts - and asked a lot of questions;  I rather enjoyed the discussion.


  • @Krieghund:

    How about this for a house rule idea: leave the transport rules exactly as they are, except transports in excess of combat units can be taken as casualties.  This allows combat units to “screen” transports, but unscreened transports can be lost.

    Example:
    A fleet containing a carrier, 2 fighters, a destroyer, and 5 transports is attacked.  The first hit could be taken on the carrier, damaging it.  The next hit may be taken on a transport, as there are 5 transports but only 4 combat units.  However, the following hit must be taken on a combat unit, as the number of transports and combat units is now equal.  The remaining order of loss could be destroyer, transport, carrier, transport, fighter, transport, fighter, transport.

    I actually like Krieg’s solution a lot.  transports are defended on a 1-1 basis.

  • '17 '16

    @Uncrustable:

    Im just saying it would be absurd to give transports an attack value while aircraft carriers do not

    It would be absurd to give transports an attack value period lol

    Maybe we should just get rid of all boats except transports, they attack/ defend at 3/3 can carry 2 of any unit, can also carry 2 of tacbomber/or fighter (and conduct flight operations) also can shore bombard and amphib assault while simultaneously fight of other transports and raid convoys, they cost 36 IPCs and there you have it, military transports in action

    Thanks Uncrustable about “spagghetti thing”.

    I will try to clean up a bit…

    You have good reason (balance between other units) to be reluctant about AKA TTCowA1.

    I know that you prefer, for historical reason (nature of troops transports and limited firepower) AAA or @1 only vs aircrafts, something like these two:

    TTn4 Cow/Uncrustable 1AA@1, no hit value, treat as 1AAA preemptive shot per TT. No escape, auto-kill.

    TTn5 Admirable Admiral @0, no hit value. @1/TT against aircrafts only for 1 round, if any warships: auto-kill. No escape.

    But don’t you think, it is still a less powerfull TT version when giving the possibility to the attacker to pick any unit of his choice instead of only precious aircrafts (10-11-12 IPCs).
    For example: Subs (6 IPCs), DDs (8 IPCs), taking a hit on a Carrier (CV) (x) or a BB (x).

    That is what I think is:
    the simplest (no difference between casuality units from TT fire),
    no more defenseless in mimicking the classic TT defensive roll for 1 round (1 single @1/TT)
    and nearer the OOB TT (Roll to destroy TT, if no attacker’s unit TT survive, if any attacker survive then auto-kill):

    TTn2 Baron [Cow] A0D1C7, 1 hit value, can survive if no enemy after 1st round. No escape, auto-kill.

    Don’t you think?

  • '17 '16

    @BJCard:

    @Krieghund:

    How about this for a house rule idea: leave the transport rules exactly as they are, except transports in excess of combat units can be taken as casualties.  This allows combat units to “screen” transports, but unscreened transports can be lost.

    Example:
    A fleet containing a carrier, 2 fighters, a destroyer, and 5 transports is attacked.  The first hit could be taken on the carrier, damaging it.  The next hit may be taken on a transport, as there are 5 transports but only 4 combat units.  However, the following hit must be taken on a combat unit, as the number of transports and combat units is now equal.  The remaining order of loss could be destroyer, transport, carrier, transport, fighter, transport, fighter, transport.

    I actually like Krieg’s solution a lot.  transports are defended on a 1-1 basis. Â

    I still cannot see why is this a solution?
    Transport become a 1 unit value @0 like AAA after first round.

    They will play a similar role, mostly if defender thinks he couldn’t make it against attacker’s units.

    Transport becomes cannon fodder or tampering unit for the defensive valuable unit (D2/D3/D4) like what many critics about classic pointed out.

    What it does, is only regulate the rate of attrition amongst Transport.


  • @Baron:

    @KimRYoung:

    Right now looks like everyone is in the phase of throwing spaghetti at the wall.
    Kim

    What does this mean? I never eard of this expression.

    Properly cooked spaghetti is cooked “al dente” which is easily determined be actually throwing it against a wall, and if it sticks to the wall it is done! Hence the phrase. Throw it against the wall, and if it sticks, you’re good!

    Kim


  • @Krieghund:

    How about this for a house rule idea: leave the transport rules exactly as they are, except transports in excess of combat units can be taken as casualties.  This allows combat units to “screen” transports, but unscreened transports can be lost.

    Example:
    A fleet containing a carrier, 2 fighters, a destroyer, and 5 transports is attacked.  The first hit could be taken on the carrier, damaging it.  The next hit may be taken on a transport, as there are 5 transports but only 4 combat units.  However, the following hit must be taken on a combat unit, as the number of transports and combat units is now equal.  The remaining order of loss could be destroyer, transport, carrier, transport, fighter, transport, fighter, transport.

    Transports still get used as a cheap soak off, when in reality attacking units would go for capital ships. Transports should get the hell out of a combat zone ASAP since the only thing they want is to survive!

    Kim

  • '17 '16

    @KimRYoung:

    Transports still get used as a cheap soak off, when in reality attacking units would go for capital ships.
    Transports should get the hell out of a combat zone ASAP since the only thing they want is to survive!
    Kim

    That’s why their is no planified attack against naval warships by transport units. Their firepower is for defensive situation.
    Maybe AKA was the only exception in WWII.
    Hence, if transport unit get @1, it is for defense.

    P.S. Thanks about the info on “Spagghetti”.
    It seems their is two different but complementary meanings…


  • Let them defend classic style for 1 round, then after that all dead

  • '17 '16

    @Uncrustable:

    Let them defend classic style for 1 round, then after that all dead

    Is their any difference with this?
    @Baron:

    But don’t you think, it is still a less powerfull TT version when giving the possibility to the attacker to pick any unit of his choice instead of only precious aircrafts (10-11-12 IPCs).
    For example: Subs (6 IPCs), DDs (8 IPCs), taking a hit on a Carrier (CV) (x) or a BB (x).

    That is what I think is:
    the simplest (no difference between casuality units from TT fire),
    no more defenseless in mimicking the classic TT defensive roll for 1 round (1 single @1/TT)
    and nearer the OOB TT (Roll to destroy TT if no attacker’s unit survive, if any attacker survive then auto-kill):

    TTn2 Baron [Cow] A0D1C7, 1 hit value, can survive if no enemy after 1st round. No escape, auto-kill.

    I presume the slight difference is that you mean: no matter attacker’s units survive or not TT defensive fire, TT are all toasted.

    It is like a consolation price, TTs bring some attacker’s units into the death…
    Is it?

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