@Der:
Larry Harris said this about transports in 2007 on his site:
“I will say this Transports are considered to be lightly defended with escorts. Additional ships provide additional defense and so on.” (Posted: Fri 23.Feb, 2007)
So originally transports were not to be thought of as just transports.
**Two maxims of the game have generally been:
1. every decision involves some risk (dice rolls)
2. defender chooses his own casualties**
The new transport rules violate both.
That’s really the point here.
**And I can say it is very convincing, but the other aspect is the strategical effect of introducing TP Def@1 C10:
- on Amphibious assault.
- on the moves of naval fleet.**
With TP @0 C7 their was always another unit (DD, Carrier) to protect them from StrB or evil subs roaming on sea-zones.
Now, with a bunch of them they get a far better protection:
Ex.: 3TPs @1 & 1DD @2. D5 pts, 4 hits, 38 IPCs, 6 units on board vs
2TPs @0 & 3DDs @2. D6 pts, 3 hits, 38 IPCs, 4 units on board.
After 1 hit, see what happen:
Ex.: 2TPs @1 & 1DD@2. D4 pts, 3 hits, 28 IPCs, 4 units left on board vs
2TPs @0 & 2DD@2. D4 pts, 2 hits, 30 IPCs, 4 units left on board.
After 2 hits, let’s see:
Ex.: 1TP @1 & 1DD@2. D3 pts, 2 hits, 18 IPCs, 2 units left on board vs
2TPs @0 & 1DD@2. D2 pts, 1 hit, 22 IPCs, 4 units left on board.
After 3 hits, let’s see:
Ex.: 1TP @1 & 0DD@2. D1 pt, 1 hit, 10 IPCs, 2 units left on board vs
2TPs @0 & 0DD@2. D0 pt, 1 hit, 14 IPCs, 4 units left on board.
If their is still attacking units, it is over for 2TPs @0 but they were protected all the way.
If their is still attacking units, it’s not over for 1TP @1 but they were used all the way as a screen for DD. I could have kept the DD instead on the third hit.
Against both StrB or Subs, it will be the return of the screening transports…
Unless you kept the TP chosen last.
The more I think about it, the more I see how it is required to specify which rules you chose to help searching for a balance unit:
Many agree about the rule: TPs are chosen last.
Few agrees about defender choosing casuality.
Some defend on:
I) the very first round of the naval battle against protecting warships.
II) the first round after all protecting warships are destroyed.
If one of these house rules was apply, there was still defending units left to fight:
TPd Spendo02 @1 C7 as a group of 1 or more / 1 hit value.
TPe Baron M @1 C7 as a group of 2 or more / 1 hit value. 1 TP alone is TPa.
If a House rule introduce that TP can take hit in Global 1940, it is a real defensive advantage for them even if it means only 1 @1 per group of TPs.
The reason is that for 70 IPCs, TP C7 makes 10 units on the board, so it is 3 more units than TP C10.
3 hits to soak damage can lead to 2 more rounds @1, 2x1/6= 11/36 odds to kill something.
TP @1 C10 is 42% more expensive than TP @0 C7.
It can have a great impact on troops moving when their is less danger around them. Surely it will impairs Allies logistics and communication roads.
Here is another simulation:
Ex.: 3TPs @1 &0DD@2. D3 pts, 3 hits 30 IPCs, 6 units on board vs
2TPs @0 & 2DD@2. D4 pts, 2 hits 30 IPCs, 4 units on board.
After 1 hit, see what happen:
Ex.: 2TPs @1 & 0DD@2. D2 pts, 2 hits, 20 IPCs, 4 units on board vs
2TPs @0 & 1DD@2. D2 pts, 1 hit, 22 IPCs, 4 units on board.
After 2 hits, 1 TP @1 survived, its over for TP @0 if any surviving enemy:
Ex.: 1 TP @1/0DD@2. D1 pt, 1 hit, 10 IPCs, 2 units on board vs
2 TPs @0/0DD@2. D0 pt, 1 hit, 14 IPCs, 4 units on board.
or 0 TP @0/0DD@2. D0 pt, 0 hit, 0 IPC, 0 units on board.
After 3 hits: Everything is destroyed for both, unless giving TP @0 can take hit.
In this situation, it means TP flee after one round of fire.
Ex.: 0 TP @1 & 0DD @2. D0 pt, 0 hit, 0 IPC, 0 units on board vs
1TP @? & 0DD @2. D? pt, 1 hit, 7 IPCs, 2 units on board.
Here is a last simulation:
Ex.: 2TPs @1/2DD@2. D6 pts, 4 hits, 36 IPCs, 4 units on board vs
4TPs @0/1DD@2. D2 pts, 1 hit, 36 IPCs, 8 units on board.
After 1 hit, see what happen:
Ex.: 2TPs @1 & 1DD@2. D4 pts, 3 hits, 28 IPCs, 4 units on board vs
4TPs @0 & 0DD@2. D0 pt, 0 hit, 28 IPCs, 8 units on board.
After 2 hits, 2TPs @1 survived, its over for TP @0 if any surviving enemy:
Ex.: 2TPs @1 & 0DD@2. D2 pts, 2 hits, 20 IPCs, 4 units on board vs
0TP @0 & 0DD@2. D0 pt, 0 hit, 0 IPCs, 0 units on board.
or 3TPs @? & 0DD@2. D? pt, 3 hits, 21 IPCs, 6 units on board.
Everything is destroyed for TP @0, unless _giving TP @0 can take hit.
In this situation, it means TP flee after one round of fire.
After 3 hits,
Ex.: 1TP @1 & 0DD@2. D1 pt, 1 hit, 10 IPCs, 2 units on board vs
2TPs @? & 0DD@2. D? pt, 2 hits, 14 IPCs, 4 units on board.
After 4 hits,
Ex.: 0TP @1 & 0DD @2. D0 pt, 0 hit, 0 IPC, 0 units on board vs
1TP @? & 0DD @2. D? pts, 1 hit, 7 IPCs, 2 units on board._