@Emperor_Taiki:
Bardoly, I like how you do not put a limit on the paratoopers you can build, but with your rules what is the point of them.
Well, obviously, their use in the Pacific would be quite apparent. Also, they would be very useful in supporting attacks on the front lines where you are running low on infantry, but you don’t want to lose an armor unit just to trade the terrritory.
@WILD:
I think your right on track w/paratroopers. Maybe match them 1 for 1 with ground/air units, like bombardment is in AA50. That would help with abuse and keep transports in the game. Matching also makes paratroopers part of a battle and not the whole battle & gets more units to the front or across water. Could allow lone paratroopers to take unoccupied enemy tt only. I would like to see paratroopers attack @ 2 in the 1st round of battle, but that’s just me. With matching I don’t think you would need to change AA guns or take away movement pts. I’m assuming an air transport would have to land safely and could not stay w/paratrooper.
Actually, matching then 1 for 1 with other ground units or at least requiring at least 1 other ground unit to be in the battle for you to use paratroopers is what I originally suggested several months ago in another topic. But I do think that Paratroopers should be able to take unprotected territories by themselves. (I’m not sure about if they attack an unprotected territory which has an aa gun or an IC though. I think I would restrict those.)
@Imperious:
Then losing your capital is very possible. UK can build an army of Airborne and slowly build up transports to 4, then land 8 and fly in 8 and overwhelm Germany. This gives too much ability to the Allies.
Yes, that is true, but if Germany sees that UK is amassing a lot of Paratroopers and transport planes which are just sitting there, and Germany doesn’t protect himself, then he is just a poor player. Also, 1 paratrooper costs 4 IPCs, and 1 transport costs 8-9. That’s 12-13 IPCs, you could have bought 1 transport and 2 infantry for about the same cost. The sea transport is still more effective.
@Imperious:
I prefer something that is limited to transport planes costing 12, then to transports costing 7.
Play it out in your games. You will conclude limitations are required. Airborne don’t grow on trees and take time to develop. These rules impose no limitations, so you will get armies of these when in reality very few of these would be available
Yes, airborne take time and money, but if a country WANTS to invest most or all of their resources in Airborne, then why not? I mean, if I’m playing the Soviet Union, and I’m determined to have the largest navy in the world, I can build navy every turn until I’m defeated. I will have played badly, but the rules allowed me to do so. So, should we put limits on other units? No. Now I have played several AA50 games where with Long Range Paratrooping, Heavy Bombers, the game degenerated into an Airborne war, which was boring, and very ahistorical. I DO want to stay away from that, but also I do want options which are clearly defined, useful, and don’t unbalance the game.
With that said, let me restate my position on the matter in the simplest way possible.
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). They do NOT participate in battles, and must be taken as casualties last. 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 or 1 paratrooper 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 6. With them losing their “cannon fodder” status and not being able to fire back at all, I feel that they could be a little cheaper. This would mean that 1 air transport and 1 paratrooper would cost 12 IPCs, and 1 sea transport and 2 infantry units would also cost 12 IPCs.
#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 (This represents their smaller unit size.), 1 movement point, 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.
Here is another option to keep people from overproducing paratroopers.
In the interest of keeping the game as close to OOB as possible without adding complexities to an already complex game, perhaps the simplest and best rule for paratroopers would be as follows: No Paratroopers may be dropped into territories which contain aa guns. This rule is simple, easy, and stops stacking to take over capitals.