@Baron:
@BJCard:
In a perfect world we would be rolling d10s or d12s like the dice in Battle of the Bulge. � I would feel better about a transport that had a 10% chance or less scoring a hit on defense.
In that case you could say that a transport has some light escort vessels, but nothing large enough to make it have a 2 att/2 def like a destroyer.
I agree on all this points.
That’s why I prefer @1 against all units for TT.
The main difference along the tread is about this chance of scoring a hit.
Their is many ways to reduce the 1/6 against attacking units.
A) Give 1@1 for 1 paired of TT, whether it worth 2 units (Baron M) or 1 units (Uncrustable).
B) It could even be 1@1 for three transports.
(Ex.: 1-2-3 TT Def@1 or 1-2 TT Def@0, 3 TT Def@1)
C) It could be 1@1 only for any number of TTs (Elevenjerk).
Or a little variation: for 2 or more TTs (Baron M)
But it is still 1/6 to hit 1 attacking unit. A, B, C just change the 1/6 per 1 TT, 2-3 TTs or a group of TT units.
For example, it will be different if it requires only 1/12 on a twelve sides dice.
The chances to hit attacking unit are strictly reduces in half.
Here is a new way to reduce the defensive power of TT without using D12 and giving 1D6 to each TT without allowing odds at 1/6:
Still in the TT are taken last.
TT A0D0M2C7 can “disperse” after one round of enemy’s fire. Each unit can be taken as one casualities.
Limited defensive capacity: every TT present throw a D6. 1 attacker’s unit is destroy for every 2x “1” rolled.
Example:
Round 1: a fleet of 5 TT is attacked. They throw 5 D6, “1” “2” “3” “1” “1”.
So their is 3x “1”, it means 1 ennemy unit is destroyed.
You keep the “1” left for the other round if TT don’t flee.
Round 2: TT don’t flee. 2 were destroyed. There is still 3 TT now. Rolls: “1” “2” “3”.
So you destroy another attacker’s unit.
In this situation, only one TT can not destroy 1 attacker unit in 1 round.
But, it still can in 2 lucky round. Even though, it will surely flee after the first round, if it survives.
The odds of destroying unit increase with the number of TT presents.
(10TT means 10D6, for each pair of “1”, there is a hit.)
It starts at 1/36 for 2 TT but increase for each additionnal TT. With 3 TT, it is around 3/36= 0.5/6 to destroy 1 unit.
This is a middle way between Uncrustable and Elevenjerk.
Between 1/6 for each TT@1 and only 1/6 for 1 group of TT @1, no matter the number.
For sure, it is different from the standard combat rule, but not that much.
Transports are already treated differently.
It can be a way to let them defend without doing too much damage to the attacker.