@theROCmonster:
I’m not sure I get what you are saying about lowering the cost of navy. I think the sub and DD are fine where they are at. Make the cruiser 11 and the BB 18. That would make them both more realistic of a buy, but it doesn’t mean that you would buy a lot (just like how in the real war there were cruisers and BB’s but way more DD’s).
The transport being at 8 while only being able to be taken last as a hit is really good, and yes it will make the allied fleets a lot better and more effective at defending, but bombers will still be good to have as axis to force more transports to be defended.
I love the idea of a 12 sided dice! That would change EVERYTHING. You could then have each country have specific powers. Like Germany could have really powerful tanks, and Russia really cheap crappy infantry.
On trippleA there is a game called New World Order and it has units in there that can only be made after round 4. I’d love it if the next axis and allies game had that. To where you get a lot more options of units to choose from. I’d pay the extra money the game would cost to have that more plastic.
Just talking about the relative cost of naval units. The higher you pay, the stronger is the unit. In the OOB roster, and generaly speaking, each naval units is intuitively or CombatCalc evaluated toward maximizing the investment by players. When loosing units, a same evalution is roughly done to lose lesser IPCs units while keeping the costlier and stronger ones, as long as possible.
The OOB 7 IPCs Taken Last Transport within a fleet put a great deal of unmaximizing casualties.
If it was 8 IPCs A0 D0 1 hit. In desperate situations (which occurs often since the attacker choose his own time for attack, players will use this Transport as a perfect fodder unit (like the actual AAA unit) to protect is defensive combat numbers. But you cannot because of the taken last rules.
@DizzKneeLand33:
For all of you who say that a stack of transports would never be used as defense, you have clearly not played the original game…. If Germany only had say 4 planes left, the U.S. could stack 12 trannies all by themselves and be pretty darn safe. Run your odds calcs if you don’t believe me…
Now, to say that in a d6 game system each trannie should defend at a one… well, then that means that a trannie has 1/4 the firepower as a Battleship, and 1/3 the firepower of a cruiser. lol.
But, just to please the naysayers… I’ve come up with this extremely cool unit. Not only can it transport an infantry and another unit, it also not only defends at a two, but also attacks at a two. And…. it only costs 15 IPC’s…
Seriously.
In fact, the Combatcalc showed that such 7 IPC defenseless transport escorted with Destroyers, should cost 12 IPCs if it was able to defend itself like other unit, when taking into account the cost of the same cargo capacity defended by destroyers. See below in quote.
The main example say, that in “Classic conditions”, when you brought 5 “Destroyers” Def@2 with 8 Transports, your overall defense is exactly the same as 8 Defenseless transports escorted by 10 Destroyers.
10 DDs & 8 TPs D0, 0 hit, (7 IPCs) vs 5 DDs & 8 Classic TPs D1, 1 hit, 12 IPCs
A. survives: 50.0% D. survives: 49.5% No one survives: 0.5%
In OOB conditions, you need to double the number of Destroyers to reach the same defense value for your fleet compared to “Classic time Transport”.
Said otherwise, changing Classic TPs to Defenseless TPs is not 8 IPCs for 7 IPCs: a 1 IPC reduction. The need to provides warships with TPs is in reality rising the cost of escorting and Transporting units from 8 IPCs to 12 IPCs . A 50% increase in transportation cost in OOB 2nd Edition vs “all previous A&A50 Edition”.
To reach a similar overall burden on a new transport being part of combat with A0 D1 without making it effectively at a prohibitive 12 IPCs (for carrying 2 land units), could be to put the Cruiser unit (OOB 12 IPCs) at the same cost as Transport A0 D1 C8, 1 hit.
So, in a sense, investing in a Transport would become as expensive as buying a A3 D3 C8 combat warships. (In purchase capacity.)
The loss of this Transport and IPCs values would have had exactly the same impact as loosing a strong combat unit.
In such cost structure, a Battleship would cost around 13-14 IPCs. And Destroyers around 5-6 IPCs.
It is purely hypothetical cost.
If you want to take a look at a real example about what it could become, I created a more acceptable cost structure with such a Transport here:
http://www.axisandallies.org/forums/index.php?topic=35222.msg1374545#msg1374545
Hope you begin to see why my intent about reducing naval cost, except for Transport.
@Baron:
@toblerone77:
Baron my HR neutralizes all of the factors of why the TRN was changed to D0 in the first place. The only time where TRNs would be used as sensible fodder is the opening phases of the game. If someone is still buying TRNs as fodder when the DD is vastly superior they would be foolish.
Math: You don’t need a battle calculator to view the base stats, or calculate that TRNs are really lousy fodder when you can buy a DD for the same price with quadruple overall AD power let alone the escort capability of the DD.
Balancing: Okay off the bat, the Axis still have huge advantages in almost every edition of A&A. This is an HR; so you could either modify the set-up, actually give the Axis a naval bid, or leave it alone. Frankly It doesn’t bother me all that much that the Axis might have it a bit tougher wiping out the Allied fleet in the first round of play. Even with that said Japan would benefit with my HR.
I revised an old post in which there was simple miscalculation 80 + 56 = 156!!!, I corrected for 136 IPCs.
http://www.axisandallies.org/forums/index.php?topic=30618.msg1289233#msg1289233
I can now determined what is the average cost to change from defenseless to another type of transport defense factor.
Of course, it is based on the assumption that keeping a fleet with similar cargo and defensive value should have a similar cost.
Here is the number required to give a similar protection to an OOB defenseless transport compared to Classic transport, still taken last, but each is allowed to roll D1 on every round of the battle (as in Classic).
I used the AACalc of the forum and put DD (A2) and Carrier (A1) for DD and transport.
A pretty even combat is:
10 DDs & 8 TPs D0, 0 hit, (7 IPCs) vs 5 DDs & 8 Classic TPs D1, 1 hit, 12 IPCs
A. survives: 50.0% D. survives: 49.5% No one survives: 0.5%
So if even in combat survival and cargo, then it should be the same price on both sides:
(10DDs8 IPCs) 80 IPCs + (8TPs7 IPCs) 56 IPCs compared to (5DDs8 IPCs) 40 IPCs + (8TPs12 IPCs) 96 IPCs =
136 IPCs vs 136 IPCs.
This means that a classic transport A0D1M2, 1 hit and taken last must cost 12 IPCs to not outmatched OOB TP at 7 IPCs.
Now, keeping the same Classic transport but allowing it to be choose as first casualty, here is the most even fight on Battlecalc I can get for the 136 IPCs fleet:
10 DDs & 8 TPs D0, 0 hit, (7 IPCs) vs 4 DDs & 8 Classic TPs D1, 1 hit, 13 IPCs
A. survives: 42.6% D. survives: 56.3 No one survives: 1.2%
(10DDs8 IPCs) 80 IPCs + (8TPs7 IPCs) 56 IPCs compared to (4DDs8 IPCs) 32 IPCs + (8TPs13 IPCs) 104 IPCs =
136 IPCs vs 136 IPCs.
And since there is a 6% above 50%, the balance price of a pure Classic transport should be above 13 IPCs.
136 IPCs * 106% = 144.2 IPCs- 32 IPCs from 4 DDs= 112.2/8= 14 IPCs / transports.
So, assuming that we let player choose their own casualties as they wish, so sometimes transports are taken last and sometimes taken first (to keep the better defensive combat value of the whole fleet), then a balanced cost should be an average between 12 IPCs and 14 IPCs, which imply a 13 IPCs per Classic transport A0D1M2, 1 hit.
So anything with a lower transport cost than 12-13 IPCs is giving some advantage toward Allies lines of shipping ground units from USA and UK.
The reason is that you will need less escorting warships to protect correctly a given transport (because of is own defense capabilities) than with OOB defenseless transport.
This escorting warships cost, as an hindrance for waiting to throw transports in harm’s way, must be taken into account, not just the unhistorical fodder capacity of transport.
About fodder: at the same cost of 8 IPCs compared to DDs, when it is needed to keep the most costlier combat valuable units, Transports and Destroyers will be used as fodder to protect Cruiser, Battleships and some carriers for Fighters.
But at a high cost of 12-13 IPCs for transports, it would be a hard choice of whether keepings better combat unit (even at lower cost) or loosing big money on transports when come the time to replace lost units.
However, having a different HR based on Spendo02 idea, with each Transport, 1 hit value, but only rolling 1 dice @1 per round for any number of TPs.
It gives a lesser balance cost of 10 IPCs when defender choose his own casualties.
It can even be lowered to 8 IPCs, if such Transport must be chosen last.
See the last part of this post, if you want to see the calculations.
http://www.axisandallies.org/forums/index.php?topic=30618.msg1289233#msg1289233