@toblerone77:
Baron my HR neutralizes all of the factors of why the TRN was changed to D0 in the first place. The only time where TRNs would be used as sensible fodder is the opening phases of the game. If someone is still buying TRNs as fodder when the DD is vastly superior they would be foolish.
Math: You don’t need a battle calculator to view the base stats, or calculate that TRNs are really lousy fodder when you can buy a DD for the same price with quadruple overall AD power let alone the escort capability of the DD.
Balancing: Okay off the bat, the Axis still have huge advantages in almost every edition of A&A. This is an HR; so you could either modify the set-up, actually give the Axis a naval bid, or leave it alone. Frankly It doesn’t bother me all that much that the Axis might have it a bit tougher wiping out the Allied fleet in the first round of play. Even with that said Japan would benefit with my HR.
I revised an old post in which there was simple miscalculation 80 + 56 = 156!!!, I corrected for 136 IPCs.
http://www.axisandallies.org/forums/index.php?topic=30618.msg1289233#msg1289233
I can now determined what is the average cost to change from defenseless to another type of transport defense factor.
Of course, it is based on the assumption that keeping a fleet with similar cargo and defensive value should have a similar cost.
Here is the number required to give a similar protection to an OOB defenseless transport compared to Classic transport, still taken last, but each is allowed to roll D1 on every round of the battle (as in Classic).
I used the AACalc of the forum and put DD (A2) and Carrier (A1) for DD and transport.
A pretty even combat is:
10 DDs & 8 TPs D0, 0 hit, (7 IPCs) vs 5 DDs & 8 Classic TPs D1, 1 hit, 12 IPCs
A. survives: 50.0% D. survives: 49.5% No one survives: 0.5%
So if even in combat survival and cargo, then it should be the same price on both sides:
(10DDs8 IPCs) 80 IPCs + (8TPs7 IPCs) 56 IPCs compared to (5DDs8 IPCs) 40 IPCs + (8TPs12 IPCs) 96 IPCs =
136 IPCs vs 136 IPCs.
This means that a classic transport A0D1M2, 1 hit and taken last must cost 12 IPCs to not outmatched OOB TP at 7 IPCs.
Now, keeping the same Classic transport but allowing it to be choose as first casualty, here is the most even fight on Battlecalc I can get for the 136 IPCs fleet:
10 DDs & 8 TPs D0, 0 hit, (7 IPCs) vs 4 DDs & 8 Classic TPs D1, 1 hit, 13 IPCs
A. survives: 42.6% D. survives: 56.3 No one survives: 1.2%
(10DDs8 IPCs) 80 IPCs + (8TPs7 IPCs) 56 IPCs compared to (4DDs8 IPCs) 32 IPCs + (8TPs13 IPCs) 104 IPCs =
136 IPCs vs 136 IPCs.
And since there is a 6% above 50%, the balance price of a pure Classic transport should be above 13 IPCs.
136 IPCs * 106% = 144.2 IPCs- 32 IPCs from 4 DDs= 112.2/8= 14 IPCs / transports.
So, assuming that we let player choose their own casualties as they wish, so sometimes transports are taken last and sometimes taken first (to keep the better defensive combat value of the whole fleet), then a balanced cost should be an average between 12 IPCs and 14 IPCs, which imply a 13 IPCs per Classic transport A0D1M2, 1 hit.
So anything with a lower transport cost than 12-13 IPCs is giving some advantage toward Allies lines of shipping ground units from USA and UK.
The reason is that you will need less escorting warships to protect correctly a given transport (because of is own defense capabilities) than with OOB defenseless transport.
This escorting warships cost, as an hindrance for waiting to throw transports in harm’s way, must be taken into account, not just the unhistorical fodder capacity of transport.
About fodder: at the same cost of 8 IPCs compared to DDs, when it is needed to keep the most costlier combat valuable units, Transports and Destroyers will be used as fodder to protect Cruiser, Battleships and some carriers for Fighters.
But at a high cost of 12-13 IPCs for transports, it would be a hard choice of whether keepings better combat unit (even at lower cost) or loosing big money on transports when come the time to replace lost units.
However, having a different HR based on Spendo02 idea, with each Transport, 1 hit value, but only rolling 1 dice @1 per round for any number of TPs.
It gives a lesser balance cost of 10 IPCs when defender choose his own casualties.
It can even be lowered to 8 IPCs, if such Transport must be chosen last.
See the last part of this post, if you want to see the calculations.
http://www.axisandallies.org/forums/index.php?topic=30618.msg1289233#msg1289233