@regularkid:
@barney:
I would vote for letting BBs pack them around, but if you add CAs and CVs I think you’d end up with fleets of elites and no transports. Maybe a transport shuck to feed the fleet but IDK like anything you’d just have to try it.
It is precisely for this reason that 5 is the correct cost for these units. And there’s no reason not to allow cruisers to transport them as well. Have play tested this scores of times with many different players. The cost of 5, with transport ability by cruisers and battleships results in exactly the type gameplay one would hope to see with these units–for island hopping and as a compliment to larger landing forces comprised of conventional units. If you’re going to lump all of the “elite” abilities into a single unit, then arguably the price should be even higher.
I believe you.
But still I find 5 IPCs is a high price for light infantry footman.
Also, Marc insisted on these points:
@CWO:
To me, the basic problem with paratroopers is that, to be realistic, the rules would have to ensure that they could only be used in situations in which ground troops could reach and reinforce them quickly; otherwise, the whole paratrooper force would be declared lost. Paratroopers were tricky to use: they could carry out operations of great importance that were impossible for conventional troops (like seizing vital bridges behind enemy lines), but they didn’t have a lot of staying power because they were too lightly armed and carried too few supplies. They were considered elite forces – in part because it takes a lot of nerve to jump out of airplane in the middle of the night over enemy territory, in part because they would initially operate without ground support, and in part because the ever-present possibility of scattered landings meant that they had to be able to function alone or in small groups if they couldn’t connect with the other men in their unit – but they weren’t indestructible and they didn’t have the firepower of a regular infantry division. So using them was always a gamble. Used correctly and relieved quickly by ground forces (as in D-Day), they could be a game-changer. Used incorrectly (as at Arnhem), they were toast.
@CWO:
Based on actual WWII USMC practice, I’d say that Marine detachments should be limited to aircraft carriers and battleships and perhaps also to cruisers, and they should be restricted to one Marine per ship maximum. Minor warships didn’t carry Marine detachments, and the major warships which did carry them only carried them in small numbers. The only ships that should be allowed to carry more than one Marine should be the transport ships, and that’s because the Marines on trannies aren’t shipboard detachment, they’re the payload of an amphibious assault force.
Landing a full-sized, fully-fledged Marine division from amphibious assault transport ships is very different from putting ashore an improvised landing party composed of the Marine detachments of a handful of major warships. Such an improvised landing party would have several disadvantages over a proper amphibious assault force: it would be much smaller; its men would not have trained together as a unit (since they’re from different ships); its men would not have gone through months of intense preparation aimed at seizing a specific objective (amphibious assaults require lengthy, careful planning and training to be successful); and Marine contingents on warships don’t have access to large numbers of landing craft and AMTRAC vehicles (which are crucial to full-blown amphibious landings).
If Elite/Marines unit is realistically weaker than Infantry unit most of the time, but cost 1 IPC higher to pay for special loading capacity on warship and airdropping via Air Base, do you believe it could work at 4 IPCs?
I’m thinking something like:
Elite Infantry/Marines/Paratrooper/Shock troop:
Cost 4
Attack 1-2
Defense 1
Move 1-2
Sea movement bonus:
1 Elite unit can be carried on 1 Battleship or 1 Cruiser.
Transport can load 2 Elites or 1 Elite Infantry plus any other 1 ground unit.
No combat bonus when making an amphibious assault.
Air movement bonus:
Up to 3 Elite Infantry can start from an active Air Base to make a paratrooper attack drop up to 3 TTs away in an enemy territory which does need to be attacked by other ground units.
Must submit to pre-emptive AAA fire first.
No combat bonus when airdropped.
Land movement bonus:
Gets move 2 if paired 1:1 with Mechanized Infantry or Tank (blitz along with Tank, too).
Gets +1A combined arms when paired 1:1 with Artillery.
Gets +1A combined arms when paired 1:1 with Mechanized Infantry.
Gets +1A combined arms when paired 1:1 with Tank.
Maximum attack value stays 2.
No limit number on Elite units.
That way, in an amphibious assault Marines will be first casualty compared to regular infantry because it is the same attack factor with a lesser defense factor (A1 D2 C3 vs A1 D1 C4), unless you need to move them at all cost on a Cruiser or BB and want to spare TP to turn back home for new supply.
Their ability to be moved with warships is outweight by the fact they get a weak attack factor at 1, the same as a single regular Infantry, so on a 1 Marines vs 1 Infantry, it stays a risky A1 vs D2.
And keeps realistic odds of survival 25% for Marines vs 63% for defending Infantry.
Instead of 40-40-20% when A2 vs D2.
But, they are much more able than regular Infantry when they get access to heavier weaponry, hence +1A with Art, MI, Tank.
I really see this unit more like raiders than garrison troops.
They don’t have enough number, support and logistics to defend with the same value as regular Infantry.
@CWO:
Perhaps a general solution that could be applied to all elite-type units (not just to paratroops) to keep them from being overpowered would be to give them combat values (including some sort of casualty-determination modifier to the combat procedure) which would combine two features. One feature would the advantage that elite forces tend to have, and one would be the disadvantage the elite forces tend to have:
- The advantage: elite units “punch above their weight”, in the sense that they are more effective than normal troops at doing certain things. For example, Marines are better than regular infantry at making amphibious assaults.
**- The disadvantage: elite units (for example Marines, Rangers, paratroopers, and units that are used as “shock troops”) tend to suffer much higher casualty rates than regular infantry because of the jobs they are given are often exceptionally difficult and dangerous.**Examples include the Marines at Iwo Jima, the Rangers at Pointe-du-Hoc on D-Day, and the D-Day paratroopers.
…
One of the things that characterizes elite units, however, is that they are actually prepared to take those levels of casualties yet keep functioning. …
And if I’m not mistaken, the USMC’s combat doctrine has recognized for a long time that Marines can expect to be given very tough objectives to tackle, and that taking these objectives may involve high casualties and may imply trading lives for time. (Incidentally, Japan’s WWII-era Special Naval Landing Forces, or SNLF, were sometimes described as “Japanese Imperial Marines,” but in actual fact they were basically just Navy personnel armed with Army weapons. They were apparently less capable than regular infantrymen, not more capable).
So as far as house rules go, the upshot could be that elite forces cost more than regular troops, have more fighting punch than regular troops (or have specialized kinds of fighting bonuses, depending on the type of elite force involved) and therefore can potentially bring special advantages to a combat situation…but they have a built-in casualty rate probability range that’s very high. This high casualty rate would keep them from becoming overpowered (because they’re always getting killed off in large numbers), so such elite forces would definitely come with a sizable cost/benefit trade-off that would make a player think twice about buying them in large numbers. After all, elite forces by definition are always a small (and expensive) subset of a country’s armed forces; otherwise they’d be called standard forces.
With carrying capacity for both CA and BB, both units have less distinctive features but Marines clearly becomes soldier on board warships giving an identity to this Elite unit vs Infantry.
Cruiser is a gunboat which have more range and AA capacity.
Battleship is a gunboat with heavier armor.
Destroyer is a cheap warship meant for escort duty and for Anti-Sub Warfare.
Cruiser
Cost 12
Attack 3
Defense 3
Move 3, no NB bonus
Offshore bombardment @3
Preemptive AA@1 up to 2 planes, 1 roll per plane max.
Load 1 Elite/Marines Infantry
Battleship
Cost 20
Attack 4
Defense 4
Move 2, +1 NB bonus
Offshore bombardment @4
2 hits
Load 1 Elite/Marines Infantry