@Baron:
@toblerone77:
Based on the game’s simulation of WWII era combat, using a D6 system, a defensive factor of 1 which is lowest defensive score is appropriate.
The argument for no defense is still not valid, and the justification for removing it is as well. It is impossible for one unit comprising of mostly fighters to destroy the equivalent of hundeds if not thousands of ships.
I’ll use the submarine argument against air vs. sub imbalance then. A transport should be able to retreat after one round of attack. The same way a sub can submerge. The TRN can be tipped on it’s side as if retreating. There were blockade runners in all kinds of wars.
Hell let’s just get rid of them and go for sea routes ala Risk! There were thousands of transports travelling alone all over the globe un-contested.
It is possible to get a lower rate that 1 unit @1: 1/6 per unit.
AA guns get 3@1 once.
I suggested: 2 and more TPs get only 1D@1 but endure as many hits as they are.
A fleeing tactics can be imagine:
Philip Schwartzer from Gamers Paradise suggested that two or more TPs can be attack by 2@4 for each Sub and BB.
For a single round, you can double dice for every attacking units and let the remaining TPs as survivors: 1Fg @3 get 2@3/ 1StrB get 2@4, etc.
Hi Black_Elk,
I may have find something which can be a way to let transport have a little defense roll.
It can be similar to the actual AAA unit. The only difference could be that each transport can only get 1 defense roll @1.
Once this is done, all transports are considered destroyed if there is at least 1 attacking unit remaining.
Transports can only roll their defense when at least 1 casualty is allocated to them.
For example: 1 Fg is attacking 3 Transports.
Round 1) Fighter roll a hit but any one the transport roll a @1, then the battle is over.
1 Fighter and 1 transport are killed.
If none of the Transport nor the Fighter get a hit, then all the transports will be destroyed but the Fighter is still alive.
I don’t find it is better than the earlier idea above, but I think it is still different than knp’s HR on defenseless transport.
But 2 transports remained in the SZ.
I probably get a better idea here:
Still keep that possibility that transports in a group can roll 1def@1 and each transport have 1 hit value and are still chosen as last casualties.
When attacking the escort units of transports, the transports group is allowed to roll 1 defense @1 each round.
When there is no more escorting units for transports, each attacking unit which scores a hit against transports, in a given combat round, is now immuned from retaliation for the duration of this combat round.
So, as long as an attacking unit gets a succesful roll, this unit cannot be destroyed.
Example: 2 surviving Bombers can now attack 8 Transports, as it is the remnants of a larger fleet.
Under the 1 def@1 roll per transports group, CalC gives:
Overall %*: A. survives: 60.7% D. survives: 35% No one survives: 4.4%
Adding the immunization rule, it will still gives better odds for the attacker:
Round 1 : both Bombers get 4 or less, 2 transports are lost and no defense roll can be made.
Round 2: 1 hit and 1 miss, 1 transport is lost but 1 defense roll @1 can be made, let’s suppose a miss.
Round 3: 2 hits, 2 transports are lost and no defense roll allowed.
Round 4: no hit, 1 defense roll @1 allowed, let’s suppose a hit. 1 Bombers remains and 3 transports alive.
Round 5: 1 hit, no defense roll allowed (since, the only bomber is immuned). 1 bomber still in the air and 2 transports alive.
Round 6: no hit, 1 defense roll @1 allowed, let’s suppose a miss. 1 bomber still in the air and 2 transports alive.
Etc.
So, Transports can never get more than 1 hit per combat round.
And sometimes, get no defense roll (when all attacking units are successful).
This means, that any lonely transport can get an opportunity to roll for 1 defense @1, as long as it is not destroyed by the attackers.
Lonely attacking unit can have better odds of survival that way against a superior number of transports.
Mainly, if it keeps lucky and have successful rolls in a row.
While a massive attack will probably left more odds of rolling on defense.
Example: 6 Destroyers against 10 Transports.
As long as 1 attacking unit miss a target, the transports group can roll for a defense @1.
It is a somewhat particular mechanics, I agree.
But it gives a better protection to the attacker when there is few units, while it is practically the same effect against a massive attacking groups.
This can somehow solve the issue on opening battle without requiring the other rule about 2 transports together to get a defense roll @1.
We can rationalize this special restriction on the fact that attacking units with their greater offensive power can outguns any transport unit, such as a special preemptive attack.
And, since Transports are not actively defending against all units (as could be the case for warships and aircrafts), an attacking unit is only after 1 enemy unit at a time, so when it misses, the Transports group gets its opportunity to roll for defensive fire.