@Baron:
@Uncrustable:
Transports cost reduced to 6 IPCs.
-When empty may move 3 spaces during noncombat move. No transport may move 4 spaces
-Transport ‘evasive maneuvers’, each transport caught undefended by an attacking warship or plane may roll 1 dice. A roll of a 1 is a successful evasive maneuver and that transport is removed from battle and placed back on the game board, a transport that evaded an enemy attack while undefended may not unload units until its next turn.
This is another way to play a defenseless transport which should be added in this thread to be complete on the optional rule for this topic.
It makes me think about a similar but still a bit different way to played it also as a defenseless but not hopeless transport:
When there is no more warships/aircrafts to defend transports, then each transport roll and for each “1” rolled in a specific round, one Transport can escape.
Attacker need to hit transport unit according to each attacking factor (ex.: subs @2/ DD @2 / CA @3, etc.) to destroy one transport.
Each round any un-destroyed transport which haven’t been able to escape can still trying to roll “1” to escape.
The combat end when, either all remaining transports have been able to escape, or have been destroyed.
Their will be no more auto-die, no combat unit will be destroy and the naval combat is done according to usual A&A system rule:
a roll is needed to destroy any unit and no unit able to destroy more than 1 unit in the same combat round.
These rules down below have their roots in this house rule quoted above:
@Baron:
Trying something different while being more respectful of Transport as military troopship not designed for combat:
Once TPs are put on the battleboard and on defender’s turn, each TP get to roll @1 to see if some escape from this battle.
A success means that this TP unit is now put into board map SZ and cannot be sunk. Transport successfully escape:
Treat it, as per usual OOB rule, as if had been ignored by attacker.
This way of escaping is similar to game Sub’s Submerge capacity, but it depends more on luck.
Sub can flee combat if there is no enemy DD. Transport always need a good roll to get same result as Sub.
If any transport is hit, it goes behind casualty line.
On defender’s turn, transport behind casualty line does an AA roll @1, if there is any attacking aircraft, then it must be taken as casualty (attacker’s choice of aircraft type) if defender get a “1”. If there is only warship attacking, then no defense roll.
That way, Transports are not actively defending against attacking units.
When taken as casualty, it means the attacker get near target to make the hit, then Transport get its only shot at the attacker.
Example, 1 TcB is attacking three TPs. As long as it miss, transports roll to escape.
Let’s suppose first combat round: TcB rolls a “5”, TPs “2, 3, 1”, so 1 TP is safe.
Second round, TcB rolls “3”, a hit. TP taken as casualty rolls “2” and the other TP a “2”. 1 TP is sunk.
Third round, TcB “4”, TP “6”, nothing happen
Fourth round, TcB “2”, a hit. TP behind casualty line: “1”, a hit. Both units are destroyed.
So, 1 TP survived in SZ.
If it was a Submarine instead of a TcB, this warship would have nothing to fear about.
Only TPs would roll to escape, any “1”, save one TP.
Of course, any Surprise strike from Sub prevent a given TP from going behind casualty line.
In that last case, if both Sub and TcB are attacking 3 TPs, if Sub get a hit, TP sunk cannot roll @1 against aircraft. But, if TcB hit a TP, TP can retaliate @1 against TcB only.
Submarine and other warships are immune to TP retaliation roll @1, since it is treated as AA only.
Last example: 1 DD, 1 Sub, 1 TcB against 3 TPs and 1 DD
R1, DD “1” Sub “2” TcB “6”: 2 hits,
Defender keeps DD behind casualty line, removes TP (no roll), and rolls “2”. 2 TPs roll “1, 4”
So, 1 TP is safe in SZ, and attacker remove DD.
R2, Sub roll “3”, miss but TcB rolls “3” hit on TP.
TP can roll @1 and get “1”, a hit.
So, only Submarine survive the naval battle.
Variants:
1- More freedom to defender’s choice: no more taken last, anytime a TP can be taken as casualty
2- Defending roll for Transport is treated normally as @1, aircraft are not targeted.
(It assumes that a minimal escort is provided with the TP unit. So, it can sink a warship instead.)
No more auto-destroy.
No more totally predictable results.
Attacker still have a minimal risk.
The longer the escorting units survived, the greater the odds of saving a few TP units.
And not giving living TP any roll to hit enemy’s units better depict this fact that none were actually seeking enemy’s to engage. On the contrary, avoiding enemy’s aircraft or naval units was the main intent.
This totally new HR is also loosely related to what was suggested in Redesign thread:
@Baron:
@Black_Elk:
By returning the transport to the traditional 8 spot, I think this serves as the core “remainder” ipc naval unit to buy at purchase. Which is probably a good thing, since transports are the reason the naval game exists in the first place haha. I like the casualty taken last rule with a combat role of some kind, as we’ve discussed in other threads.
…
On Transport, I prefer in-built incentive rather than a straight forward rule like Taken Last.
If I keep up with such a scale:
5 IPCs Destroyer A2 D2
6 IPCs Submarine A2fs D1fs
8 IPCs Transport A0 D?* **, 1 hit
What can be the incentive to keep afloat Transport, instead of a better defense value unit?
1, the higher cost 8 vs 5 or 6. Even a 9 IPCs Cruiser is not that far from 8 IPCs.
*A defensive hindrance. Hence, a Last Strike (opposite of a First Strike).
Last Strike is made that you cannot retaliate (have a defense roll) with this unit if it is taken as casualty.
**A defensive benefit ?
Here is an old idea, in a new context (5 IPCs DD and 6 IPCs Sub).
Gives all Transports an AA ability.
Only 1 shot per transport against only up to 1 plane, whichever the lower, every combat round.
And no defensive capacity against any warship, as in the defenseless transport but still keeping 1 hit value.
This would provides additional defense against Dark Sky strategy.
Planes would be a vulnerable and valuable targets, which can make an incentive to keep transports alive, as long as there is some attacking planes.
On the other part, this would emphasis the role of Submarines warfare (especially for Germany) against transports.
And the owning player would have to chose between loosing a cheap 5 IPCs DD defending @2, or a costlier TP at 8 with no defense. Either ways, the Sub commander gets something in return.
And, in the case of a combined attack with planes, loosing a TP means lesser odds to use the Transport AA defense.
To summarize:
TRANSPORT A0 D0* M2 C8, 1 hit
*Last Strike AA defense:
If the transport is not taken as casualty, each Transport gets 1 AA shot @1 against up to 1 plane, whichever the lower, each combat round.
No defense against warships.
@LHoffman:
@Baron:
What can be the incentive to keep afloat Transport, instead of a better defense value unit?
I personally don’t like the mandate that Transports must be the last casualties. Nor do I like that your opponent can have 6 Transports in his fleet and essentially absorb that many hits before their combat ships take the heat. Maybe we can craft a middle ground.
Pricing a Transport at 8 is not cheap and I don’t know that they could be considered quite so disposable any more. That can work in our favor. Let players choose if they want to take hits on 8 IPC transports or not.
To further incentivize keeping Transports, I would propose that they somehow be given the option to escape from an attack. Maybe one of these scenarios:
- If all the defender’s combat ships (not including submerged subs) and aircraft have been destroyed, any remaining Transports may roll (1) die each. On a roll of (1) - or (1 or 2)? - that Transport may retreat to one adjacent sea zone. All Transports do not have to escape to the same sea zone.
OR
- If all the defender’s combat ships (not including submerged subs) and aircraft have been destroyed, the attacker may roll (1) die per remaining attacking unit. Any hits are assigned to the defender’s remaining Transports. Any surviving Transports escape to any adjacent sea zone. All surviving Transports do not have to escape to the same sea zone.
This is not a very complicated rule and would give Transports a level of survivability without an offensive punch. It would at least let the defender decide which how to assign hits but give them reason to not just off them as first casualties. Low Luck players should like the fact that a transport can’t take out a superior unit. Under either rule, if the attacker gets enough hits in a single round to knock out the defender’s remaining combat units AND remaining transports, then all defending units are destroyed. Transports can’t escape in that case.
@Baron:
Gives all Transports an AA ability.
Only 1 shot per transport against only up to 1 plane, whichever the lower, every combat round.
And no defensive capacity against any warship, as in the defenseless transport but still keeping 1 hit value.
This would provides additional defense against Dark Sky strategy.
Planes would be a vulnerable and valuable targets, which can make an incentive to keep transports alive, as long as there is some attacking planes.
1 AA shot per transport, per combat round is powerful. I am thinking that under Baron’s system aircraft will need to be super-cheap because there are so many units targeting them directly: AA guns, Cruisers, Transports, Fighters, Tacs and Bombers. That virtually ensures mutual aircraft annihilation.