• Moderator

    What do you mean “if stuck in Aerial Combat” The only way I can see them being stuck in Aerial combat is on the defensive or the Paratroopers owner decided not to drop on first turn.

    @Imperious:

    so what we have is paratroopers costing 4 each attacks at 2 defends at 3… zero movement?
    transport plane costs 8 carries 2 men… moves 6 defends only at 1

    is that correct?

    No they have movement of 4, 6 with LR Aircraft.
    everything else Yes

    @Imperious:

    question why do they defend at 3? They really have no supplies to keep fighting once they spend the wad overcoming the defenders… I guess its compensation for 0 movement?

    Thats what Paratroopers did, take and hold. " We’re Paratroopers Lieutenant, Were supposed to be Surrounded"
    Thats why they defend on 3. And in that, that is why they can’t move. Plus it would mean Fortress Europe was worth crap in the sense of a 2-3 piece if they could move like conventional Inf.

    I find that A one round ability is not enough to really matter, unless a miracle is rolled. plus is one round of 3 really worth 16 IPC’s, No I think not.

    We have tried it that way 1 round, it’s how we originally started them doesn’t benefit them much at all, so we switched.

    @Imperious:

    So if they win the battle how do they move out of the territory?

    They have to be picked up by transport plane.

    During the non combat phase a transport may move two Inf. that start in same space as transport a max of 4 away, the transport does not need to return because it’s a friendly space, It however may use all of it’s movement if any left, after dropping off it’s Inf. cargo. Call it a Touch and Go.
    If the Air tranny did not make a combat move it may retrieve 2 paratroopers as long as the paratroopers themselves did not act during the combat phase, and are within the movement limitations of the transport.
    Reg. Inf. Must start in same space as tranny, to even board the transport.

    Paratroopers must be in same space as Air transport to perform a combat move.

    Definitely the fight is to the death for the paratroopers

    I don’t think there should be a limit on how many are dropped, more along the lines of how many are produced a turn should be more appropriate if you want to limit them. Personally I don’t think that there should be a limit on them. If a player wants to use their para troopers in the numbers you are thinking thats alot of money. Too drop just 4 paratroopers, it costs 32 IPC’ to produce it. so to do the massive airdrops that you or any one else could be afraid of, won’t happen until late game and that player will have nothing else, they spent all or most of their cash on Airborne… So you could Plan for it.

    Also, Paratroopers should be able to land anywhere providing that the Air tranny has a Friendly space to land in. What if you wanted them to support your main thrust with a blocking maneuver, you should be able to.


  • Paratrooper:

    Cost:
    4 IPC is ok. Don’t like fixed production limits though.
    Consider why it wasn’t overly used in WWII, and model that in the paratrooper or transport plane specs.

    Attack/Defense:
    1/2. Same as normal INF.
    Funny you guys want to give it bonus for first cycle…I am thinking the other way around. First cycle they are still trying to get a foot hold.
    (Still get bonus from artillery.)

    Movement:
    1. Same as normal INF. Bonus is can be paradropped.

    Transport plane:

    Cost:
    8 IPC sounds ok. Carry 1 paratrooper. 2 if you have heavy bomber technology.

    Attack/Defense:
    0/1? What? Like they can drop bombs on the defense or something?
    0/0. Dogfight at 0/1.

    Movement:
    6. Same as bomber. 8 with LRA. Not able to move unloaded is an arbitrary fix for the crazy fodder problem.
    (Should be like in AARHE, transports must be taken as casualty last.)


  • @Deaths:

    Thats what Paratroopers did, take and hold. " We’re Paratroopers Lieutenant, Were supposed to be Surrounded"
    Thats why they defend on 3. And in that, that is why they can’t move.

    I beg to differ.
    This is what wikipedia said about Operation Market Garden.

    Operation Market Garden has remained a controversial battle since 1944 for several reasons. The operation was the result of a strategy debate at the highest levels of Allied command in Europe. Much post-war analysis has thus probed the alternatives that were not taken. The operation also led to high losses in the elite Allied Airborne units. After the offensive operation was called off, these light units were left holding defensive positions, a role for which they were not equipped.


  • Paratrooper:

    Cost:
    4 IPC ( the problem is it take a long time to train these troops… they are specialists and that takes time to develop. I understand its expensive but some limits should be possible.

    Attack/Defense:
    1/2. Same as normal INF.
    Funny you guys want to give it bonus for first cycle…I am thinking the other way around. First cycle they are still trying to get a foot hold.

    The bonus is the surprise factor because they spend the wad fighting with great intensity in the early stages. The idea is to quickly overcome the enemy and secure the position. They are not prepared to defend too wall because they lack supplies…

    so I now feel that 3 in the first round is ok and 2/2 is decent compensation also considering the investment in the transport plane that is useless as a combat loss.

    perhaps the defence should be at 1?

    Movement:
    1. Same as normal INF. Totally agree they were still normal infantry except they had additional training. if they are not in a drop sequence they perform normal movement.

    Transport plane:

    Cost:
    8 IPC sounds ok. Carry 1 paratrooper. YES!! i think so too. Otherwise w/o any limits on builds this will get carried away and dropped every round in all sorts of places.

    “2 if you have heavy bomber technology.” -----A heavy bomber should not increase this but i see where your going.

    Attack/Defense:
    0/1? What? Like they can drop bombs on the defense or something?
    0/0. Dogfight at 0/1.

    Yea good point that will clarify that its useless to use them as fodder and allow them to be used also as transport capacity

    I feel that in friendly transport they should be allowed at double rate 2 per transport

    Movement:
    6. Same as bomber. 8 with LRA. Not able to move unloaded is an arbitrary fix for the crazy fodder problem.
    (Should be like in AARHE, transports must be taken as casualty last.)

    Right causaulty last… especially if they only can carry 1 inf because this makes the total cost 12 IPC rather than 16 IPC

    I think movement of 4 is better… Otherwise it will not model history too well because they will be dropped too far inland. They should be at 4 so they drop close to the front line. The idea of a drop in the middle of Europe is plain stupid. this would never occur in real life. A movement of 4 pretty much makes this rule self effacing


  • Lets now turn to Marines and how to add them to the game:

    I feel that they should be also at 2/2 but the first round only they attack at 3 and this bonus cannot be increased by artillery at 1/1. They would cost 4 IPC and the bonus is only good if they are landed on shore into enemy territory.

    ideas?


  • Sounds good for me that “Marines” rule. But U.S. only? or also UK and Japan?


  • Oh yea its only for USA and japan.


  • Ahh OK. And Paratroopers are for every nation right? Could we also think about stats for German SS troops and SS Panzers and Soviet Shock troops or and Guards?  BTW, couldn’t marines then also be for UK? Otherwise they won’t have any extras…


  • Lets not go overboard and making 10 new units.  :wink:

    I think leave Marines as a National Advantage.

    @Imperious:

    so I now feel that 3 in the first round is ok and 2/2 is decent compensation also considering the investment in the transport plane that is useless as a combat loss.

    perhaps the defence should be at 1?

    Attack at 3 on 1st cycle if paradropped. Normal attack 1. Remember there is still artillery support. (2/2 plus artillery support is too good.)

    Defend at 2. Because they would just fight as normal infantry, with supplies.

    “2 if you have heavy bomber technology.” –—A heavy bomber should not increase this but i see where your going.

    Yeah I guess it could unbalance the technology list.

    I feel that in friendly transport they should be allowed at double rate 2 per transport

    Doubling what? Dogfighting rate?

    I think movement of 4 is better… Otherwise it will not model history too well because they will be dropped too far inland.

    So Move 4. 6 with LRA?

    Otherwise we need specific mention that LRA do not improve transport planes.


  • Attack at 3 on 1st cycle if paradropped. Normal attack 1. Remember there is still artillery support. (2/2 plus artillery support is too good.)

    no artillery support if paradropped of course as a regular infantry 2/2 is good.

    Doubling what? Dogfighting rate?

    no transports should be able to carry 2 infantry as friendly transport to friendly territories. of course they cannt perform airborne drop in the same turn as friendly transport.

    normal movement at 4 for airborne…possible 6 if friendly transport.


  • @Imperious:

    no artillery support if paradropped of course as a regular infantry 2/2 is good.

    I was wondering whether paratroopers should get artillery support too. We could argue they don’t have the suppliers, equipment and formal organisations a normal infantry division would have.

    Referring to wikipedia on Operation Market Garden again…

    A precarious timetable at the mercy of the weather meant that the 101st Airborne Division would be without artillery for two days, the 82nd Airborne would lack artillery for one day (and its glider infantry regiment for three days) and the British 1st Airborne would be short a full brigade until the third day.

    So I am confused.

    I don’t like 2/2 because I was thinking besides the initial surprise element, why should they fight BETTER than normal infantry? Are we saying they are elite troops or something?

    no transports should be able to carry 2 infantry as friendly transport to friendly territories. of course they cannt perform airborne drop in the same turn as friendly transport.

    normal movement at 4 for airborne…possible 6 if friendly transport.

    Probably not 6. Cos thats like carry more yet more further.

    But air units can move at +2 in non-combat anyway. (Now we have to update the rule for transports they have to be unloaded to use the extra range.)


  • why should they fight BETTER than normal infantry? Are we saying they are elite troops or something?

    Airborne infantry had the job of quickly overcoming the enemy by surprise and by heavy weapons ( submachine guns and many nasty anti-personel weapons)

    artillery and jeeps and other items were droped on subsequent drops after they took the objective. The combat value is surprise and the shock is a very strong first impression in battle. This combat value is of a limited duration because they are only supplied by the air and do not allways have what they need and thus they may run out of ammo, medical supplies,ect.

    this is why in combat their combat value changes.

    artillery support in game terms = fixed behind the lines artillery support

    Paratroopers do not have time nor the ability to set up rearguard positions and install proper positions for artillery because it involves moving large pieces around unknown terrain. Sometimes the plane can drop limited smaller caliber weapons along with items such as jeeps to carry them.

  • Moderator

    Ok how bout this.

    Paratroopers- cost 4, attack 2, defend 2, move 1.
    Arty’s. by themselves, have no effect on Paratroopers at all.
    If attacking like normal Inf. and there are two reg. Inf. and 1 Arty. Paratrooper may attack at a 3. (Like Marines).
    If para dropped they must fight to the death, no retreat.

    Transport planes- cost 6, 0/1 move 4. 6 w/ LRA.
    May Deploy 1 Paratrooper. Movement stops after deployment, applicable AA fires. If trry is casualty, paratrooper is lost also. Transport departs after AA fires. Still must follow normal flight rules.
    May noncombat 1 Reg. Inf.  In both cases the “cargo” must start in same space as trny.
    Airtrans.  may do 1 or the other above not both.
    If heavy bombers becomes available you may pull a glider, otherwise no benifit. both passengers must deploy in same space.
    Airtrans cannot make a combat move without paratroopers aboard.

    Optional- Gliders. If there is an arty or Inf. in the same space as a friendly atrny. you may choose to pay 2 IPC. If you do you may air drop with paratroopers. Arty does not shoot for first cycle of combat, ( it’s assumed that it’s being set up), may still be a casualty though. Inf. from gliders fight as normal. Inf do not get a Arty bonus first round of combat if the arty was glider borne.

    I don’t like 2/2 because I was thinking besides the initial surprise element, why should they fight BETTER than normal infantry? Are we saying they are elite troops or something?

    I am saying Yes. Paratroopers are defanitly Elite Troops! :-D :evil: And all countries should have an opportunity to get them.

    If people want only 1 paratrooper per plane the cost should be 6 per transport, 8 is too much then.


  • OK here is another refined idea:

    Paratroopers:

    attack 3 (first round) on all other rounds or types of combat it attacks at 2
    defend at 2
    moves 1 space ( only if used as regular infantry) otherwise it cannot move ( it fights to the death)
    One paratrooper can be carried by transport plane and dropped into enemy territory
    each paratrooper costs 5 IP

    Transport plane:
    no attack
    no defence value
    cost is 8 IP
    can carry one paratrooper for drop into enemy territory (done only in combat move) moves 4 in this case
    or carry 2 regular infantry as friendly transport (done only in non-combat move) moves 6 in this case

    The transport must begin with the units its transporting

    enemy AA gun rolls can hit it just like any other air units flying over.

    no limits on how many each player can build and all nations have this technology.

    optional rules:

    airborne infantry can also be used as commandos as follows:

    They can be moved into enemy territory or transported by sea ( no drops)
    they have the same exact values and costs as airborne infantry
    one exception is thay can move 2 spaces and this move can occur in a unique manner:

    one space into an enemy territory in combat phase
    one more space out of territory in non-combat phase.

    so if it wins the battle it can retreat in NCM even if it takes the territory in combat.
    AS commandos they only have this option if they are not being dropped by a transport plane.

    in this way the folllowing is solved:

    1. the paratrooper unit has value even if you have no transport planes because it can now become a commando
    2. ITS STILL A SPECIALIZED UNIT wether its used as airborne or landed as commando.

    you can have some kind of unit to represent all these types of units:

    Chindits
    Merrills Marauders
    Detachment 101
    Rangers
    british commandos (SAS)
    German Commandos
    All types of airborne.


  • @Imperious:

    enemy AA gun rolls can hit it just like any other air units flying over.

    if the transport is hit by the aa gun or destroyed in anyother combat then roll na rice and if you roll a 1-3 then the cargo dies. if you do not roll a 1-3 then the parratroppers contuines combat as normal.

    this is to symbolize parratroppes doing an emergency evacotion or the plane already dropped off its cargo.


  • Yea good. was thinking about the idea also of the airborne getting dropped too far from target and losing their +1 advantage so now they attack at 2.

    Idea:

    roll for weather drift one D6 1-2=unit was dropped too far from target zone can only attack at 2 instead of 3 on the first round.
    of the transport plane is hit 1-2= cargo is lost

    also considering pre-emtive attack on first round but it may be too much value to this unit.


  • wait, lets not make this one mega unit   :? :wink:

    I don’t know about commandos
    we didn’t have a whole infantry division full of commandos now did we?

    weather drift is not needed
    the dice factor covers that already

    yeah preemptive on 1st cycle would be too much value
    they don’t actually fight 500 feet above ground

    I am fine with both combat values
    4 IPC, 1/2, 3 attack on 1st cycle
    5 IPC, 2/2, 3 attack on 1st cycle
    depending on whether you think paratroopers are elite infantry

    transport would have to be 8 IPC
    since we are letting them carry two infantry/paratrooper in non-combat


  • and what is the formal name and short form

    Paratrooper PAR
    Airbone Assault Infantry AAI
    Airborne Division AD
    ?


  • Its only one unit but its named a different type depending on how its used in battle

    landed= marines or commandos
    dropped= airborne infantry
    moved into enemy territory=commandos

    this way the unit serves more purpose in the game and have some value otherwise it would be too restrictive to be effective. So we describe its utility to cover different types of missions. its really a specialist unit. Also it allows players to use it w/o the transport plane.

    weather drift is too much i agree.

    call it PARA


  • Paratroopers and marines are fine.
    But I feel commandos isn’t.
    (a commando division is not the same scale as an infantry or armor division? so probably doesn’t fit under the level of abstraction)

    You moved to 5 IPC. Obvious you noticed “4 IPC 2/2” is unbalancing compared to “3 IPC 1/2” normal infantry.

    Earlier I suggested paratrooper attack at 3 on 1st cycle and then normal attack (1) afterwards. This is show they need to overhelm the enemy fast.

    With the marines I thought isn’t it weird to only give it bonus on the beach. Like it’ll fight good on the beach (against the odds) yet “worse” on the equal grounds.

    If it becomes too powerful, we could go with the defend at 1. To show the mind sight of paratroopers/marines. Now we can move back to 4 IPC.

    Paratrooper (PARA)
    4 IPC. Defend 2. Move 1.
    If paradropped, attack at 3 on 1st cycle then attack at 1. No retreat.
    If unloaded, attack at 2. +1 bonus from coastal bomdardment ships on 1-to-1 basis on 1st cycle.

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