@Imperious:
An 8 IPC air transport carrying a unit 6 spaces is worth far more than a sea transport. You all need to increase the cost to 12
I am only charging 10 IPCs for Fighters, I don’t see charging more than that for planes that can neither attack or defend. But I do agree that fast moving reinforcements are very useful. So, let’s make them 10 IPCs units as well for now.
To re-cap what I am going with for my rule set from all that has been discussed in this thread:
Paratroopers
Unit Name IPC Cost ATK DEF MOVE Notes
Paratroopers 4 1* 2 1 Noted by Country Marker or an Airborne disc beneath an Infantry.
Paratroopers attack increases to 2 when doing an Airborne Assault. In every round of combat where Paratroopers have done an Airborne Assault, the first offensive casualty of the round must be a Paratrooper.
Cargo Planes
Unit Name IPC Cost ATK DEF MOVE Notes
Air Transport 10 0 0 6 Noted by Country Marker or an Airborne disc beneath Fighter or Bomber. Can carry one Infantry or Paratroopers unit. May be used to help a Paratroopers unit perform an Airborne Assault.
Paratroopers - The “Poor Bloody Infantry”, now with wings. Can be noted by Country Marker disc or an HBG Airborne marker beneath an Infantry. Paratroopers attack increases to 2 when doing an Airborne Assault OR when combined with Artillery. Combining both bonuses is not allowed.
Air Transport - A grouping of the humble cargo aircraft, this unit has 3x the speed and 1/3 the capacity of regular Transports. Can be noted by Country Marker disc or an HBG Airborne marker beneath Fighter or Bomber. Used to help Paratroopers conduct Airborne Assaults. Except for satisfying hits from AAA, Air Transports can not be taken as casualties in either Attack or Defense and are simply all destroyed if they are the last units present in a defending territory.
For context, in my rule set Transports cost 8 IPCs, have a defense of 1 and a move of 2, and can carry 3 Infantry or 1 (Armor or AAA) and 1 Infantry.
Airborne Assault - During the Combat Movement phase, a power may declare an Airborne Assault. The territory to be attacked by the Airborne Assault must be within the range of at least one of that power’s Air Transports. (Air Transports must end their movement at a friendly territory, no different from any other Combat Movement by an aircraft unit.) Additionally, the territory receiving the Airborne Assault must be no further away than two (ground and/or sea) territories with friendly ground units.
The Air Transports conducting an Airborne Assault are subject to AAA fire, as per normal rules. If the Air Transport is successful at arriving over the drop zone, (i.e. is not shot down by anti-aircraft fire) then the attacking unit adds a +1 to its attack roll for the duration of that battle. The Air Transport can not be taken as a casualty to satisfy a Land Combat hit taken while fighting the Airborne Assault.
In every round of combat where Paratroopers have done an Airborne Assault, the first offensive casualty of the round must be a Paratrooper. This is a self-limiting system. Paratroopers keep their attack of 2 for conducting an Airborne Assault for the duration of the Airborne Assault, but are only guaranteed to be around for a number of rounds equal to the number of Paratroopers in the attack.
-Midnight_Reaper