@Der:
Every “special rule” you come up with only further complicates the game.
ou just do this, guys - you make transports the way they were for 24 years.
In 2004 before all of this tinkering with the rules Larry Harris said on his site "Transports work well and always have."� �
Transports defended @1 because they were assumed to be escorted.
Now there are DDs in the game that defend @2.
However, there were still many types of escorts that took part in WWII protecting transports that were not as good as DDs but still offered some protection. There were Merchant aircraft carriers, Catapult Aircraft Merchantmen, Armed merchant cruisers, Corvettes, Frigates, and Escort Carriers. These can be represented by making the transports defend @1 as they used to. This is 1/2 the strength of a DD escort.
Stop the reminiscing “when we used to play back in the 80’s, blah blah” - it won’t work that way anymore - now BBs take 2 hits, subs cost 6 IPCs, and DDs are a purchase option. You bump the classic transport up to 10 IPCs and call it a troopship, which is what it is anyway. Nobody is going to be fool enough to use them as fodder anymore.
And best of all: no special rules. They fit in nicely with the rules already in place. Plug them in and just play.� � �
Now that I have done my part for finding a no defenseless OOB TTn, I will throw some mud in the fan against this hypnotical soothing call: “Come to the dark side… and revert back to classics trannies.” :wink:
1- A direct reverting from OOB TTn to TTc (no change in cost: 7 IPCs stay the same.)
will have great effect on the game. Maybe someone will try it and will tell us what happen. I hope.
For sure, the screening or cannon fodder effect will take a part. Not as important it was in classical version of A&A but, nonetheless, any player seeing that the odds of survival will be against his/her defensive fleet, will do anything to protect is @3-4 units just expecting making maximum wreckrage before loosing all.
2- If you agree, then rise the question: so what? If you like the changes of balance it creates in OOB Global. Fine. If you prefer to keep OOB balance, that is the problem.
3- Now also rise a question of personnal taste: do you prefer transport which transports (quoting but who?) and warship which makes war, battle and escort?
4- If this is the case, as it seems for many TTn likers criticizing transport screening, you will need some incentive which modify the unit and the rule so their will be no great reward in picking TT instead of warships as casualities. Hence, willingly creating similar combat dynamics as the OOB Global.
5- What can be these adjustments?
For now, 2 ways have been develop:
1- Increase TTc cost because it is a more usefull unit than TTn. So loosing a higher IPCs TT unit vs cheaper (DD and Subs) seems a bad choice.
However, this cost affects directly all amphibious strategies: higher prices mean less transports or lack of Inf to move on board.
2- Minimize the usefullness of TT as cannon fodder in battle. That’s Uncrustable idea, Spendo02 and I followed. Their is also 2 ways: a) the number of casuality a hit make and b) the number of Def@1 each unit can do.
(3- The third way will be a combination of both.)
I think it increases the tactical fun when a player can choose himself is own casuality.
Actually, the dilemma is more:
whether loosing a future useful transport unit but protecting higher defensive unit and making a higher rate of damage on ennemy , because fearing the defeat vs whether loosing immediate defending unit, because of higher hope of victory, for the sake of future.
This tactical dilemma should be increase: loosing a future valuable TT and expensive unit vs loosing a cheaper but immediatly valuable defending unit.
Here is the interest of Uncrustable principle “2TTs are required to have 1 whole combat unit Def@1”:
You can buy the same number of TT (7 IPCs) and have no effect on moving troops around the globe but TT becomes less usefull as a combat fodder unit and it will be at a higher price than 9-10 IPCs since 2x7=14 IPCs (more than a cruiser but far less effective combat unit).
In essence, 1 hit killing 2 transports reflect the much higher combat value of other unit vs TT.
Bomber (12 IPCs) unit @4 has not just a ridiculous 4 times killing ratio! than TT@1 (7 to 10 IPCs), it has at least similar destructive effect (14 IPCs).
This will increase the caring for TTs but will generate a higher price to pay for the player in order to let them be fodder to obtain more firing rounds by protecting @3-4 warships and aircrafts.
Where is the balance, I think it has still to be tuned.