@theROCmonster:
I agree with what Baron said. I think bringing back the classic transport at 8 IPC’s and 1 defense, but is only able to be taken as a hit last would be a much needed improvement over the current 7 dollar non defense transport. The problem with the defenseless transport is huge, and I don’t think people realize that it is, in a way, game breaking because of how Germany can take advantage of this buy buying planes.
Cool! :-)
Glad to see someone else share this conclusion.
Black Elk is providing us another reason to give some combat value to transport.
@Black_Elk:
Also Hard AI was (I believe) designed to play on the Revised game map. 1942.2 and all games since AA50, have used defenseless transports. So the TripleAI will often send their transports forward to be sacrificed unnecessarily.
I think on all the new boards, it really pays to magnify your bomber buys. A pair of them might not crush super hard, but get 4 or 5 together hitting in the same spot, over long distances and you might start to see more opportunities develop. Keeping your air together, and keeping your fleets safe from the enemy’s air. I feel like that’s half the game now, ever since the bomber cost was reduced, and transports were given a defense value of 0.
My whole thread On simplifying things was only about dealing with units to interact in a similar manner as the other unit, less exception as possible.
http://www.axisandallies.org/forums/index.php?topic=34290.msg1320853#msg1320853
But it is also true that any “zero value” unit creates some kind of unbalancing effects.
1 single Strategic bomber can wipe out a whole lot of transports, according to rule, an infinite number, in a single shot.
Let’s just suppose that Germany (wrongly) invested in a Sea Lion campaign.
First turn, some warships and planes on carriers, second and third turns: many transports.
Suppose that UK run a full blast attack and achieve to sacrifice all his units in a daring attack against this German’s fleet.
USA, with a few bombers, can finish off the remnants warships and sink down all transports.
In a 1 or 2 shots, this can represent a loss of 35 IPCs (5 TPs) and more of transports at no cost for the US player.
(Almost a whole turn of German’s investment, in a single shot.)
Of course, it was always possible before in Classic times, but there was a risk and it takes a few rolls to reach that level.
Each unit can only destroy 1 unit per roll of dice/ 1 per round.
So the maximum lost was 24 IPCs with 2 hits / or 18 IPCs for 1 Carrier.
Maybe we shall call this the “Defenseless Transport conundrum”. IDK.
In fact, this conundrum deals more damage to Allies than Axis player.
To solve this issue in a way to keep the overall powerlessness of transport against all other naval and air units of the second edition rules,
I’m sure that Transport cost can be increase while the other can be lowered.
The new Transport D1, 1 hit combat effectiveness per IPC could be very low compared to other naval units.
Actually, the OOB transport can be calculated as 1 TP at 7 IPC + 1 DD = A2 D2 C15, 1 hit.
Meaning it has a 7.5 IPCs / Def point.
Just imagine a transport at 10 IPCs while a DD A2 D2 (and HR Sub A3 D1) is put at 6 IPCs, a Cruiser at 9 IPCs, etc. following the cost of advanced Shipyard except for transport.
This could gives something like:
Such subterfuge will still gives money to buy transports but the ratio IPCs/def point will be 10 IPCs/1 Def point.
While Destroyer would be at 6/2 = 3 IPCs/1 Def point.
(HR Sub at 6 IPCs/ Def point)
Cruiser get 9 IPCs/3 Def pts= 3 IPCs/ 1 Def point
Fighter 8 IPCs /4 Def pt = 2 IPCs/Def pt.
Carrier get 12 IPCs/ 2 Def pts= 6 IPCs/ 1 Def point
Full Carrier gets (A7 D10 C28) = 28 IPCs/ 10 Def points = 2.8 IPCs/Def point
Battleship 15 IPCs / 4 Def pt = 3.75 IPCs/ Def point but BB has a second hit.
Bomber Attack 4 at 10 IPCs = 2.5 IPCs/ attack point.
And, on for the same cost of 10 IPCs, Bomber can have a 4 times better opportunity per IPC to sink a 10 IPCs transport.
Carrier at 12 IPCs could remain in a much better defensive stance than a simple transport at 10 IPCs.
On the opposite, an OOB 1942.2 14 IPCs Carrier (7 iPCs/pt) would be almost a same match than an 8 IPCs TPs (8 IPCs/ hit), for instance.
So the overall defense value of such HR Transport will be very weak and at a prohibitive price.
But, at least, it would be killed at a limited ratio of 1 hit per attacking unit.
If you keep the “Taken last” casualty rule, it will also make this unit still weaker than a regular Defense at 1.
Simply because, in any desperate fight, the owner will sacrifice his weaker units (even if they are more expensive) to preserve a few additional rounds for his stronger units.
He knows he will lost all his units but, done that way, it will be more expensive to his enemy’s units.
About the historical issue on “Taken last” vs “owner choose”, read these first posts in this thread:
http://www.axisandallies.org/forums/index.php?topic=30618.msg1108069#msg1108069