@SAS:
@Make_It_Round:
The usefulness of the ‘Paratroopers’ tech shouldn’t be underestimated: especially if an enemy territory is within the overlapping ranges of two of your air bases. Imagine driving 1 Japanese tank into Burma, for example, and having 4 supporting infantry magically float in from your air bases in French Indo-China and Kwangtung to act as cannon fodder. Now imagine doing that in different directions, every turn, for the rest of the game. With air bases (and, hopefully, minor industrial complexes) in those two territories, you could also hit China, India, Malaya, Borneo, the Philippines, and Guam. Niiice. 8-)
Good thought. Combo IC/airbases would also provide Germany with a powerful method of transporting their infantry to the Eastern Front just about immediately. Of course, it’ll help the UK get more troops into Europe without needing as many transports too.
I agree! But I’m less sanguine about the paratroopers’ ability to get Germans to the front in Africa. See:
http://www.axisandallies.org/forums/index.php?topic=18231.60
I think that part of the problem in how to correctly rate/value paratroopers is that for now we’re stuck talking about Europe and Global interchangably (that’s inevitable, really, as they’re two games being sold in the same box, using the same board and pieces). I suspect they’ll be a much more powerful tech in Global for the Allies, because the UK and the US (the tech-buying Allies) will have roughly twice the number of units on the board to be affected by those techs.
For paratroopers to be as reliably fun and interesting as we want them to be, we’d need to house rule them into Europe 40 and Pacific 40, first thing, and then maybe even playtest giving the paratroopers tech to every player at the start of the game, just to see what kind of effect they’re going to have on gameplay.
I imagine, for example, that the paratroopers tech might make it (even more) worth it for Japan to snap up Midway, Wake, and Guam for free while she has the chance.