Haha I take it Imperious doesn’t see it as such an issue. I will say that to me, the shame is that you have all these nice scultps left over taking up space in the box, plastic that might just as well have gone to other pieces.
I still think the idea to transport 1 ground has merit. Since it doesn’t require changing the cost structure, just the addition of an ability that already exists.
Consider that this might provide some interesting dynamism in the first round and cat and mouse tactics. For example germany has 1 battleship and 1 cruiser (viable sea lion? Egypt? Karelia? Caucasus?). But this is somewhat offset because Uk has 2 cruisers at the start. So they could match Egypt on counter, or bring more force to/from india, or into east indies. Japan would get the biggest early boost. But USA also starts with a battleship and cruiser.
Would work with the current cost structure, the question is, does it break the opening? Probably goes to Axis advantage. But that is more an issue of the set up than the unit itself in the abstract. Might work in other games if balanced.
12 ipc gets you 1 ground, and the cruiser abilities.
20 ipcs gets you 1 ground, and the battleship abilities.
14 ipcs gets you 4 ground on transports, but with no attack/defense.
19 ipcs could get you 3 ground, cruiser transport combo.
21 ipcs gets you 6 ground with 3 transports. Seems flexible, where transports would still be worthwhile, but moving ground would not be as rigid as the current system.
Transports would still be required to mount larger invasions, but supported by the larger capital ships (which could break out for smaller actions without putting defensless transports at risk every time).
I would definitely buy a cruiser at 12, or battleship at 20 if it got another ground unit into amphibious. I think players might be more likely to put these units at risk on the early cat and mouse naval game, than they are when transports have to be escorted. Might lend itself to less naval stacking around major transport fleets and earlier break out moves with the ships that survive the first round.
I’d think that transports, subs, destroyers and carriers would all still be necessary and ultimately the most effective buy, but at least this gets the other two warships into the game a bit more.
Finally this change might accelorate the pace of the game overall such that it doesn’t drag as much in the opening, and would probably conclude in less total rounds/hours.