@Black_Elk:
I remain interested in this subject. I still find defenseless transports problematic.
Most of my gameplay has been restricted to AA50 and 1942.2 (and some bouts of the starter 1941 to see if it can be improved by the edition of the artillery etc.) Global not so much, as I find it arduous and time intensive in the set up, and implements too many nuanced rules for my tastes, and just doesn’t provide me with enough pay off for all the additional time it takes to get a game started. So most of what I have seen from the defenseless transport is coming form the AA50 and current small to mid range boards.
I still find defenseless transports working against the Allies generally, but also against amphibious capacity builds vs air (to destroy that capacity) in general, and this effect exists for pretty much all player nations. Makes transport capacity more expensive and longer to deploy in the movement of troops. So in addition to the increased cost (per land unit transported) the time delay is also major.
I like the idea of fixing the transport unit somehow, but only if the unit and its rules can still be described in a sentence, maybe two at most. I worry about further complicating this aspect of the game, since it is so essential to the endgame and broader strategy. The ideal for me would be a bit more production and a bit less exclusive dependence on the transport, (through more VCs with starting factories for example, or something similar), but if so much of the game has to hinge on fleets, covering transports, defending against air, then more money should be in play for the nations that have to make near exclusive use of them. Or more total starting units to compensate for the transport purchases that have to be made. Or the transport needs to be cheaper per land unit transported, or put up a defense of some sort.
I agree with many points of your diagnosis (bolded).
Here is a kind of “official transcript” based on 1942.2 FAQ on AAA you can get for my taken last, 1 hit, defending transport @1 almost like AA gun:
Each defending transport unit in the sea zone may fire up to 1 shot, but each attacking unit may be fired upon only once. In other words, the total number of defense dice rolled is either the number of transport units, or the number of attacking units, whichever is the lesser.
For example, 3 fighters attacking a sea zone containing only 5 transports units would have 3 shots fired against them while those same 3 fighters would have only 2 shots fired against them if there were only 2 defending transport units.
Or based upon 1942.2 rule on AAA unit:
Defending transport: Defending transport units can fire only at an attacking unit when there is no other escorting warships or when a defending transport has been taken as a casualty (as a result of having more casualties than defending warships remaining). In the last case, only the transports being taken as casualties can defend @1. Every round, each defending transport units in the sea zone may fire up to one time, but only once per attacking unit. In other words, the total number of transport defense dice rolled is the number of transport units, or the number of attacking units, whichever is the lesser. Once the number of transport defense dice is determined, the dice are rolled. For each “1†rolled, the attacker chooses one unit as a casualty.
About the 1-2 sentence rule, I’m sure you are just kidding because transport and subs have the whole p. 31 and 30 for them in 1942.2 Rulebook.
Here is an example of 3 aspects of the transport rule formulation (and for further references):
Doesn’t Block Enemy Movement: Any sea zone that contains only enemy transports doesn’t stop the movement of a sea unit. Air or sea units (other than transports) ending their combat movement in a sea zone containing only enemy transports automatically destroy those transports (unless they are ignoring them to support an amphibious assault instead). This counts as a sea combat for those sea units. Sea units can also end their noncombat movement in a sea zone containing only enemy transports.
Chosen Last: Transports can only be chosen as a casualty if there are no other eligible units. Normally this will occur when only transports are left, but it can also occur under other circumstances.
For example, fighters attacking transports and submarines will hit the transports because they cannot hit the submarines without a friendly destroyer present.
And here is the most controversial aspect:
No Combat Value: Even though a transport can attack or defend, either alone or with other units, it has a combat value of 0. This means that a transport cannot fire in the attacking units’ or the defending units’ fire steps. Transports may not attack without being accompanied by at least one unit with an attack value, unless they are conducting an amphibious assault from a friendly sea zone that is free of enemy submarines. This lack of combat capability also allows enemy ships to ignore the presence of transports.