@Craig:
We (playtesters for the AA50) talked him into/worked with him to come up with defenseless transports based on our experiences with other games. �
The main example being this game (the first edition):
http://www.ww2wargame.com/
That game along with Xeno’s Europe/Russia at War have more involved combat systems that allow for air to air combat prior to each round of ground or sea combat. � As such, nuances like naval AA and extra warships (cruisers and destroyers) allow for defenseless transports.
Classic (and even Revised) transports could be said to have escorts (corvettes, destroyer escorts, etc.) that are included in the unit but not big enough to warrant an individual piece at this scale. � That way they have a defensive number but not an offensive number. � Also, the inclusion of two hit battleships and now two hit carriers have shifted the damage taking to warships.
Is it perfect? � No. � But the using of transports as hit takers is a joke. � On the scale of the Classic and Revised games, it is a necessary evil. � Only by giving the map more sea zones can you then bring in more units and start differentiating better between the unit capabilities.� � We were able to start that transition in AA50 because of the expansion of the map.� � And it continued in Global.
Craig, that’s fine. However showing a game that isn’t Axis & Allies but similar doesn’t outright invalidate others opinion. Secondly, totally away from this particular subject discussed in this thread, play testing hasn’t exactly hit the mark of perfection in quite a few releases since revised. I don’t think I need to list all the problems including the latest game 1914 that have come up.
The transport issue wasn’t about absorbing hits. It was about transports having some protection. DK suggested a 10 IPC TRN, costing more than what a DD costs, at a 1 defense only roll. who in thier right mind is going to use a weaker transport that costs more as fodder?
Lastly, I simply pointed out that I leave it up to my play groups as to give a defensive roll to transports or not. My arguement was that at the right cost DDs and TRNs play thier intended role and keeps easy picking air raids to a minimum in some games. This entire thread started as a way to give LIGHT protection to transports while not negating the role of a destroyer as the workhorse of naval engagement. It was also brought up that in several editions of Axis&Allies the destroyer has performed differing roles constantly. This may seem ridculous when it applies to transports to some, but ask those same people what they think about Cruisers. You’ll hardly get a standing ovation for the addition of that unit. MANY HAVE CALLED THOSE GIMMICK. In fact our Liason Imperious Leader has suggested increasing the movement to 3.
So I simply ask WTF is so outlandish about DK’s HOUSE RULE? It’s not going to change anyone else’s game here unless they choose to use it. Why throw venom at those who choose to use it in thier own house games or even thier own tournies?