@Der:
Let me start this off first with a quote:
“All change is not growth, as all movement is not forward” - Glasgow
For six editions and the first 24 years of AA history, the transport has cost 8 IPCs and defended @1. Starting with AA Guadalcanal, transports became defenseless (the unit pricing scheme was all different). In the 50th Ann edition, transports became defenseless and cheaper, costing 7 IPCs.
I understand new rules create sales, so from a business standpoint, changing things is good. But IMO changing the transport rules hurt the overall game and here’s why:
1. The “auto-destroy” rule violates the spirit of the game.
Everything in this game involves decisions and risk, and has since the beginning. That’s what makes it so much fun. As Alexander Smith said “Everything is sweetened by risk.” Now we have a rule introduced where there is no risk - only auto-destruction. It is an exception to every other rule and every other unit in the game. All excitement in dice rolling to see what happens is removed. What happens is already decided with no variants at all - no anticipation. Lone transports just get swept off the board. yawn.
OBJECTION: Transports defending @1 is unrealistic!
ANSWER: how often in WWII were transports left completely alone? To me this defense value reflects smaller DD escorts, PT boats, AA batteries and such that would normally be in the vicinity of transports. Plus some transport vessels were lightly armed.
Defenseless transports have some issues.
Some of them clearly depicted in #1 above.
In many of my previous posts I was more preoccupied by keeping OOB game balance and finding rules which can give us both worlds of classics and taken last transport effect.
Assuming that balance issue is not such a terrible things because the classic transport pull back the balance toward Allies which in OOB need a bid somehow.
This would imply that along a large spectrum of ideas from OOB (on the left, for egalitarians transport situation) to classic (on the right, for traditionalist and more risk taking guys), the game would roll from pro-axis toward pro-allies and putting some transport house rule in between could be reaching an equilibrium.
Now I’m trying to go forward and give more players options inside the A&A mechanics.
Even if it is a better historical depiction of warships protecting transport (not the other way around as in classic), the taken last rule create a predictable results in naval combat.
What would happen if we give more options for taking transport casualties to both attacker and defender?
Here is the idea:
1- When making combat move, the attacker declare if he is going to A) attack only warships, and leaving transports in the sea zone or B) attack warships and transport.
2- The A situation will be conduct as OOB except that at the end, the remaining stack of transports is not destroy and can flee (or even stay in the SZ) anywhere on the next defending player’s turn.
3- The B situation, now give more options to the defending player with this rule:
Transport A0 D1* M2 C8, 1 hit.
*** Transport can roll @1 only when there is no more warships defending them, otherwise they only have 1 hit value (as AAA gun) and can be pick as a casualty with no defense roll.**
So, for the defending player, when he get to choose casualty, the option is to loose a transport before a defending warships or loosing a warship to protect a transport.
So, for the essential, transport has always a 1 hit value but can only defend @1 when it is on itself against attacker.
This is nearer classic transport but keep one of the effect of taken last and no combat value of transport: segregating warships from transports.
This left to attacker the choice to make combat as OOB focusing on warships at the expense of letting transports survive.
And if he chooses to attack both, it will be part of the deal that transport units can be taken as fodder to protect costlier warship units.
But when alone transport act almost like classic transport defending @1 (except can no more be blocker nor can be mandatory to fight them in a given SZ, most interesting features of OOB transport rule).
Do you think giving this option to attacking player could improve the game experience while being balance?