@SEP:
@Baron:
ATP at 8 IPCs is not too cheap.
5 move provides more long range Non-combat move while still restrict the long distance back and forth to only 2 TTs away (as any Fgs).
The 5 moves allows more mobility to change from 1 starting TT to another for the next turn, without getting the powerful 3 TTs back and forth of bombers.
What was your reason for choosing C8 as opposed to 10,11 or 12? I’m assuming you can build more than one in your game? I like the R5 as well.
It could be as well a 9 IPCs unit, to get a 1 IPC increment:
Air Transport 9 IPCs
Fighter 10 IPCs
Tactical Bomber 11 IPCs
Strategic Bomber 12 IPCs.
It probably cannot be the same price than a Naval Transport at 7 IPCs, hence at least 8 IPCs cost.
If you want it to be able to load and unload Artillery units, it should goes higher than 9 IPCs.
Because with 2 ATP, you can be able to rapidly deploy 1 Inf + 1 Art (a pretty good offensive/defensive match) almost everywhere in the center map.
USA has enough IPCs to provide them where it is needed.
I’m pretty sure that you gain a lot of flexibility.
Example, from Western USA, you can export such units into Soviet Far East on US2 (2*12 IPCs ATPs +7 IPCs Inf+Art= 31 IPCs)
And supply a steady flow of 2 Inf and 2 Art, on US3, going back and forth.
This would drastically change the game pace, IMO.
Think about how much time, it can take to do the same via Naval Transport… (and the need to have enough warships to protect them…)
Giving only 1 Infantry to load and unload for ATP is essentially providing a defensive unit with a lot of limitation when attacking by itself.
Some player input that Infantry paratrooper should get A2 in the first combat round.