Tekkyy Its a real pleasure to know you…
Your mind is like a scientific experiment for ideas.
Anyway… back to work!
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.
+++++ yes you did…I really feel the cost should be 5 IPC because 4 IPC at 2/2 is too much like artillery unit.
How bout this:
attacks 3 on first round 2 all other rounds and defends at 2
costs 5 IPC and moves 2 spaces.
It can be dropped from a plane and it has a movement of zero and must fight to the death
It can move one space in combat and another space in NCM. It can retreat as the defender if it moved on land. If it took the territory it can also move out of its newly taken territory in NCM.
It can also be landed by naval transport and gets the same combat values except it can reload onto the transport after combat (in NCM
The difference is we just call it airborne infantry and drop the commando name thing…
If you still feel this unit has too much value for 5 IPC then it can be optional rule?
BTW are you okay with the transport plane rules?
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.
4 IPC. Attack 2. Defend 1. Move 1.
If paradropped, attack at 3 on 1st cycle. No retreat.
If unloaded, also get the +1 bonus from coastal bomdardment ships on 1-to-1 basis on 1st cycle, like how INF does.