@elevenjerk:
I kind of like this idea.
A lone transport can defend on 1@1 for 1 round then retreat.
(Eliminates the 1 fighter taking out a lone transport with no risk)
A group of transports is the same thing, 1@1 for 1 round then retreat.
The attackers can only kill as many transports as they get hits.
Ex. 2 fighters, 2 tacs attack 5 transports. Attackers roll 2@3 get 1 hit, roll 2@4 and get 2 hits.
The transports roll 1@1 and get 1 hit.
Attackers lose 1 fighter. Defenders lose 3 transports and retreat the other 2.
I think with this formula it makes it so they are not a powerful defensive unit.
It also makes it so there is a bit of risk to it (the dice have to get rolled).
Lastly, it makes the attacker have to maybe forfeit an attack somewhere else or have a few more weaker attacks in order to take out the transports.
I think all the points have been really good on this thread.
Powerful defensive unit depend on where you start from. If we stay Inside OOB1940, it will make a big difference even if it’s less powerful than classics 1@1.
By giving a lonely transport a defense @1, it will make many situations where 1 escort ship and 1 TP an interesting task force, even a lonely TP become a freaking AA against 1 plane. OOB TP rules make this historical non-sense disappear.
I would rather prefer just to give a lonely one TP the escape solution, and be able to flee in the same sea-zone if it wasn’t hit during 1 round of enemy’s fire against TP only.
However, in terms of balancing units, the “dispersion” or flee option is more powerful than the submerge for a subs on defense. Since it cannot submerge while their is a DD attacking.
It is quite strange than a surface vessel is able to escape even in the presence of faster units like DD or Cruiser, not even talking about planes!
Their is more, giving this possibility in Global will mean: it will be far more difficult to control and destroy those TPs without involving more units for getting a killing blow.
The OOB game was play-tested including the possibility of destroying many Transports with even only one surviving attacking units.
That situation is of course an over-achievement
(Ex.: 1 surviving TcB against 10 TPs, after a long battle against a large warships escort.) and need adjustment (as some earlier posts pointed on).
Sorry, but if we allow “dispersion” it is a far different game because it means the difference between a group of 9TPs surviving vs 0 survivors. A great escape or a total wreck.
I think it still needs adjustment (if we don’t want too much unbalancing turmoils with a new house rule), whether more destroying capabilities for attacking units or a more restricted “fleeing” option.