Why I am frustrated and disappointed by the new transport rules…
Before writing me off as a naysayer, I make this point because I believe the new transport rules have had the exact opposite of their intended effect. They do not, as has been stated elsewhere in this thread, encourage conflict between capital ships. What they do do is the following:
1. Half of the world’s navies are destroyed and sink to the bottom of the sea, before ever getting to move in the first round!
Because transports have no defense value, and the set up being what it is, scripted air on navy combat in the first round is even more scripted and more essential than in any previous edition of A&A. Basically you have to destroy as many ships as you can, trading your air for the enemies naval units and transports, before they have a chance to move together. Literally half the naval units on the board at the beginning of play, are destroyed right out the gate. Just nixed before ever becoming effective, and at the same time forcing a number of ‘standard’ openings.
2. Players are even less likely than ever before, to split their navies and attempt island hoping actions, or risking round 1 deployments that might put their transports (and the ships defending them) in harms way. Nixed, all those interesting opening plays that involved coordinated/but separate naval actions from smaller fleets.
3. The cost of transports, while seemingly less than in revised, are in effect raised prohibitively, due to the large number of ships required to defend even a single transport from attack from the air. Compare an 8 ipc cost transport unit that defends at 1 in deterring Air attacks vs a 7 ipcs transport unit with no defense + the Carrier, fighter and destroyer now required to protect it anywhere it moves.
Once again, new rules (and unit specific rules at that, which add even more complexity) have been introduced unnecessarily into the game, to fix a problem which could have easily been solved by just adjusting the unit cost structure.
The problem as stated elsewhere in this thread, is this: cheap transport fodder has traditionally been used to defend warships, (instead of the ideal where more expensive warships are purchased to defend transports.) I agree, that this was a problem. Maybe less of a problem than others think, but granted, it is a problem that should have been fixed. But the way to fix it is not to remove transports from combat altogether. A much simpler, and more consistent solution would be to raise the cost of transports, and have them use the same old combat mechanics/rules that they used in Classic and Revised.
A Transport at 10 ipcs is no longer cheap fodder. Or if 10 is too cheap for you, then raise it 12. I guarantee no one will be needlessly throwing away transports to defend other ships when their relative cost is that much higher. But 10 seems ideal to me (given the cost of every other ship and air unit as it stands in 1942 second edition.) And it could have been done without introducing such a Major Major rules change to naval combat, which itself doesn’t even accomplish the goal.
Under the new transport rules, fleets are even larger and more consolidated now than ever, with more time and more expensive warships required to move anywhere. What’s more, any ship that is purchased can be countered so easily with cheap air (and even cheaper bombers, but that is a separate digression. Why you would take the most overpowered unit in classic/revised, and make it less expensive is beyond me, but still…) Because the western Allies are so dependent on transports to get into the fight, this means that there is a built in Axis advantage to the game. I still can’t believe no one saw this coming?
Comparatively few alterations were made, either to the overall economy of the board, or to the starting unit placements, to accommodate this massive change, that is the new transports, which effects almost every aspect of allied gameplay. And so now we have an Allied bid to open?
I don’t want to come off too negative here, obviously I still love this game, but I mean come on… Just looking the options for Air attacks on G1, playtesters should have seen this, and called out the new transport rules back when AA50 came out.
The simplest solution I have found, to satisfy my own nagging annoyance, and more importantly to balance the clearly off kilter set up, is just to play the game using the old transport rules. The game is immediately, without doing anything else, re-balanced away from the Axis advantage, and more comfortably into Allied advantage territory.
But again, just to reiterate, with all the other unit cost adjustments, I do not find the new rules for transports compelling. The destroyer is a perfectly adapted fodder unit, that never got the chance to shine, because of this weird alteration to the transport rules. And now, I have to say again, I see the same problem occurring that occurred in all previous versions: Massive, slow moving, single navies that only engage one another when one side can bring a massive-land-based air force to bear!
My thoughts on this issue
thanks for listening
J