This would be my ideal for transports. Whether to keep them at 7 ipcs under such a scheme or return them to the original value of 8 ipcs is debatable. Generally it was the ability to stack transports and rely on them to mass defend with the 1s and absorb as fodder by increasing the number of rounds in a given combat that made them overpowered. Also problematic with the old transport was the ability to use them as fodder on attacks, even without an attack value themselves, just as a way of increasing the number.
The proposed values above don’t open themselves up to the same problems, be retaining the “taken last” as casualties concept introduced in the more recent games. It returns them to a chance on a single hit though, so that no transports can be send to be “defenseless.”
The only real issue I could think of is the lone fighter vs lone transport. Or narrow battles in the opening round between a single unit vs a single transport (or transport group the way Baron is thinking about it.) This was an old gripe with transports at the previous defense value of 1, where one transport could totally jack up the opening round if it got lucky, but this has much more to do with the first round unit set up OOB than anything else.
In general I favor most of the ideas you have proposed regarding new unit rosters with adjusted values or costs for balance, but the challenge is always getting players to adopt them. Most people I play with like to stick to the printed materials, because it has that gloss of officiality when it’s drawn right on the mapboard, or the combat strip, or written down in the manual. Even just having to fix the set up cards to reflect the correct Starting incomes for each nation is annoying. So when it comes to a full scale overhaul of the unit roster, I can see why some would be reluctant. That said, just focusing on a single unit, it is sometimes easier to persuade people to come around to your way of thinking. The transport unit is probably the most important in the game after infantry, it’s the most controversial (at least in its current iteration) and its cost and values so key to the Allies and Japan, and their interactions across are so far reaching that changing them is certain to have an impact on balance.
I think the move from the Revised Transport to the AA50 transport was like a mentally scarring transition for me, and its taken me a very long time to get used to the new transport dynamic. I see the merits of going defensless, but the cost was still prohibitive in my view for games like 42.2 where the money is tighter than AA50. The extra NO money in AA50 made it easier to stomach, but even then NOs were a new concept, and if you tried playing the game without NO money you quickly see the same problem of very expensive transports relative other units.
I think if you played 42.2 OOB with no bid, but used the transport values like the ones just proposed, perhaps at an increased cost at 8 (going old school) the undeniable advantage would be to UK/USA since they typically by the most transports. But there are also situations where Japan or even Germany late game, might benefit too.
It would be hard to say how the balance would shake down, but as I suspect Allies would have the most to gain, perhaps that single change (to the transport) would be enough to balance the game by sides.
Or it might throw the balance in favor of Allies rather than Axis, but probably more narrowly than the current situation.
Consider that there are several key opening battles where transport defense comes into play.
US/UK tarting transports in the Altantic vs German Uboats
UK battleship and transports off the home island.
German Baltic transport, attacked by RAF.
The Japanese transport in sz61.
US transport at Pearl.
British transports in the south Pacific and Indian Ocean.
That’s several key transport defense battles for Allies and two key defenses for Axis. Throw the transport defenses likely to arise in the second round and this opening set up favors Allies on transport defense even further. On the whole, it leans Allies at least on the opener, and likely for the duration of play at purchasing. Is it enough to overcome the standard bid at 6-13 ipcs?
Probably, but it still depends on who is buying the most transports too, since Axis also has purchase options.
Perhaps it is not necessary to return the cost to 8? But instead keep them at 7 and just adjust the defense value to group and retain the taken last to prevent fodder and test from there.
I imagine most of this could be done pretty simply in triple, the only question whether you could asign a single group defense value for all units of a given type (without a force multiplier). Also if each transport must be selected as a casualty independently, that will increase the number of combat rounds in naval battles and make the odds on a rolling a 1 more likely. Not sure, though it could be a way to balance the board by sides.
I think I’d be more likely to get support from my playgroup if it involved a single unit ability tweak (to a unit that is already kind of weird, the transport!) than a full roster adjustment. Though I can see the benefits of the line up you are trying to work on.
To CrayKirk:
how are you approaching your Ukraine game with the Russians? I see a lot of variation in what you can do. Some attack with 2 tanks, aiming to take and kill the German fighter. Some attack with 3 hoping to strafe and retreat the armor to safety and leave the german fighter. Some forego the Ukraine attack entirely and focus on stacking W. Russia. Some tank trap in Caucasus leaving it open. Still others like to hit Baltic light and take a gamble on their artillery. I’ve seen the Russian player do all kinds of inventive things with their two Fighters. Like where to land them for different defenses, and different Allied positions. Also there are at least half a dozen ways to transit fighters from the Western Allies to Russia. The question isn’t so much getting them to Moscow but getting them to Moscow along a route where they will do the most damage along the way. So for example if you want to use the UK fighters to just move immediately to defend weaker W. Russia (if you took heavier casualties say) whereas if W. Russia is well stacked you might want to use them for sub sweeping, in which case you want to land them in Arch. The same goes for fighters coming out the Indian or African theater, or wheeling around to Szechwan fighter. The bomber as well cam go several route either to Caucasus or North. Basically it’s always best to have W. fighters near the center where they can do double duty. At least until you’re setting up on Berlin. Caucasus, West Russia, Arch, Moscow and India are all prime transit spots, but Stalin has to set it up and know beforehand to pull off coordinated movements and not leave them exposed. Fighter transits are the most challenging part of the Allied game master. It’s probably even more critical early on than transport positioning fleets and massing ground, since it’s the air that often opens up fleet movements. Finding the best air transits to mess with your opponents head is like an art.
For Axis it’s a bit more straight forward, they mass Air usually to attack ships and then position on the center. Japan usually sends fighters West to help cover German advances or home territories, while G tries to build up and position a Luftwaffe strong enough to drop western fleets thay make coordination errors.
I think the best bet for Allies is to maginify Air purchases. Rather than doing it piecemeal and giving the opponent time to adapt, you drop a bunch of a unit type at once. Like buying 2 or 3 fighters at once, or doubling down on bombers a couple rounds in a row. And then massing the force as an air armada to get the drop on the enemy before they have time to build up adequate defenses. Basically you can use your air forces vs fleets in the same way Axis do, just like G uses mass air to deter Allies moving on Europe too quickly, UK or US fighters based near the center can deter the Japanese from moving the IJN too far too fast towards Africa or the Med. It’s a wedge play really, with goal of getting to the center quickly and then covering it from both sides on land and sea. Of course if you hold the center but give up the rest of the map in the process, it doesn’t do you much good, which is why it’s so important to get each of the Allied nations working in harmony to exploit whatever fighter transit you’re trying to set up, and also know when to break one direction or the other to hammer either Europe or the Pac, once the primary objective of propping up Russia have been achieved. Waiting too long with 10 fighters on Moscow can be problems, since then they’re locked into position. Better if you can bounce them around to India, or Caucasus or Karelia or France, trying to keep them active and projecting force around, at least until it’s absolutely critical to use them on Moscow defense. Just some more thoughts on how to seize the initiative with Allies.
Have fun man and keep gunning, you’ll take down that AI before too long!