I think an air transport unit is the answer to the paratrooper problem. But how to implement it so as to avoid the 3 big problems outlined below?
1. Paratroopers should not be a tech.
2. An air transport unit makes the sea transport obsolete.
3. Players can stack paratroopers and capture an opponent’s capital with them which is unrealistic and ahistorical.
Answers
#1 All countries (except China of course) may build air transport units and paratrooper units, and may build as many as they wish.
#2 The air transport unit is a 0 atttack, 0 defense, 4 movement points unit which costs 8 (9 might be okay as well). Also, this unit does not count as “holding” the territory, so an opponent’s armor unit may blitz through a territory which contains only air transport units, and the air transport units are still destroyed. (Perhaps these units could even be captured, but I’m still thinking about this.) It may be upgraded by the Long Range Aircraft tech to have a movement of 6. In the Non-Combat Move Phase, It may transport 1 infantry per turn which may be picked up in any territory as long as it doesn’t use more movement points than it has.
Another help would be to lower the cost of sea transports to 5-6. With them losing their “cannon fodder” status and not being able to fire back at all, I feel that they could be a speck cheaper.
#3 The air transport unit may transport ONLY paratrooper units during the Combat Phase. For an air transport unit to move during the Combat Move Phase, it must be in the same territory as the paratrooper unit which it wishes to transport. No other units are allowed. Paratrooper units are 1 attack, 1 defense, 1 movement point (or possibly 0 – see below), and cost 4 IPCs to build. Of course, you would need a special infantry piece to be able to distinguish between paratroopers and regular infantry.
A possible limitation to people overproducing paratroopers would be to say that paratrooper units may ONLY be moved by air units.
Another possible limitation would be that enemy aa fires at the air transports at “2” instead of at “1”, and if the opponent has Radar, then his aa fires at a “3” against air transport units. Or, what I like better, is that the defender rolls aa shots against the air transport units as normal, and then after any air transports which were hit are removed from the battle board along with their corresponding paratrooper unit, then the defender gets another aa shot at all of the remaining paratrooper units before the rest of the attack is commenced.
I think that these rules would keep people from just loading up on paratroopers to take over the world.