ORIGINAL: Chickenboy
So, with regards to the broad spectrum of questions originally posed by the OP in this thread, I still see some 'issues' regarding singleton xAKLs as ammo or sortie sponges. No it's not just the air search / air attack on xAKL singletons aspect of the game. The OPs questions were more broad and they have NOT been entirely dealt with.
Thus the reasonable merit of HRs regarding singleton xAKLs. Mythical? Hardly.
I know you are a practicing scientist, and as such understand and respect objective fact. However, one big problem I see over and over with HRs is that they become in practice subjective. Single-ship TFs are perhaps the worst offender, which is one reason I seem to always jump in on them.
I'm not a scientist, but I have a bit of legal training. To me an HR is a contract. Or better said it's a contract amendment to the original contract which is the game rules and code design. We've all seen poorly drafted contracts. There are many ways to do this, but two primary ways are ill- or non-defined terms, and failure to anticipate all eventuallities which can occur during contract execution. Single-ship TFs share both of these problems.
You yourself wade into these waters above. It's not ALL single-ship TFs which are "bad" (gamey, unrealsitic, pick yer poison.) It's only some. Which? Not defined in HRs. "Ammo sponge" is subjective. The code doesn't know player intent. I could sail a single-ship TF through a hex intending it to only deliver 1000 pts. of supply to a starving base. But it acts as an "ammo sponge." In certain areas of the map I might do that a lot. Does it matter what my intent was? You'd probably say yes, but where are the objective limits vis a vis the contract? You're immediatley into discussions, and negotiations, and opsec breaches. One player has to give. Hard feelings can ensue.
So, you go totally objective and ban ALL single-ship TFs. "There shall be no 'ammo sponges'" the players declare. Single-ship TFs--ugg, bad. Both players are hamstrung in their efficient use of their assets. Me, the Allies, can't supply the Yukon or Alaska right away because I don't have enough escorts to go around, and sending two transports to many of those ports overwhelms the docking. Maybe I don't want two transports of supply there, sinice it will spoil. Maybe I don't want to risk two ships to subs when one would do just fine. I resent an iron-bound contract which forces me to fight stupid in order to head off possible "ammo sponges" 5000 miles away and two years in the future.
Just what is an "ammo sponge"? What are its exact parameters? To HR against them one must be able to define them. You describe screenshots you've seen where it would be possible to walk across xAKLs in a certain piece of water. I've never seen these, but I'll accept somebody did this. (My first reaction would be to up the OCD meds, but whatever.) What has the player gained? The ability to soak up ammo and attacks from the other player, for a time and at that specific place. OK. What has he lost?
1) Use of the xAKLs for productive cargo hauling, or conversion (if Japanese). For this turn and forever more if sunk.
2) All of their fuel.
3) All of their system damage.
4) Their VPs if sunk.
5) Secrecy on the importance he places on this operation/region/base.
6) About half of their COs if sunk.
7) Ops points at the port they launched from.
8) Potential collisions.
What has the other player gained?
1) Information. Big time.
2) VPs for reaping some xAKLs. Every time you see this, split off three DDs and lunch up.
3) The ability to avoid the whole mess and go elsewhere while he eats fuel and system damage.
4) Target-rich submarine environment.
So now go back to the contract/HR wording and let me ask one last question:
If a player did the exact same move as above, checkerboarded the seas with TFs to act as "ammo sponges", BUT EACH xAKL WAS PAIRED WITH A SUB CHASER . . . so it wasn't a single-ship TF anymore . . .
would you be any happier?