What do you mean “if stuck in Aerial Combat” The only way I can see them being stuck in Aerial combat is on the defensive or the Paratroopers owner decided not to drop on first turn.
@Imperious:
so what we have is paratroopers costing 4 each attacks at 2 defends at 3… zero movement?
transport plane costs 8 carries 2 men… moves 6 defends only at 1
is that correct?
No they have movement of 4, 6 with LR Aircraft.
everything else Yes
@Imperious:
question why do they defend at 3? They really have no supplies to keep fighting once they spend the wad overcoming the defenders… I guess its compensation for 0 movement?
Thats what Paratroopers did, take and hold. " We’re Paratroopers Lieutenant, Were supposed to be Surrounded"
Thats why they defend on 3. And in that, that is why they can’t move. Plus it would mean Fortress Europe was worth crap in the sense of a 2-3 piece if they could move like conventional Inf.
I find that A one round ability is not enough to really matter, unless a miracle is rolled. plus is one round of 3 really worth 16 IPC’s, No I think not.
We have tried it that way 1 round, it’s how we originally started them doesn’t benefit them much at all, so we switched.
@Imperious:
So if they win the battle how do they move out of the territory?
They have to be picked up by transport plane.
During the non combat phase a transport may move two Inf. that start in same space as transport a max of 4 away, the transport does not need to return because it’s a friendly space, It however may use all of it’s movement if any left, after dropping off it’s Inf. cargo. Call it a Touch and Go.
If the Air tranny did not make a combat move it may retrieve 2 paratroopers as long as the paratroopers themselves did not act during the combat phase, and are within the movement limitations of the transport.
Reg. Inf. Must start in same space as tranny, to even board the transport.
Paratroopers must be in same space as Air transport to perform a combat move.
Definitely the fight is to the death for the paratroopers
I don’t think there should be a limit on how many are dropped, more along the lines of how many are produced a turn should be more appropriate if you want to limit them. Personally I don’t think that there should be a limit on them. If a player wants to use their para troopers in the numbers you are thinking thats alot of money. Too drop just 4 paratroopers, it costs 32 IPC’ to produce it. so to do the massive airdrops that you or any one else could be afraid of, won’t happen until late game and that player will have nothing else, they spent all or most of their cash on Airborne… So you could Plan for it.
Also, Paratroopers should be able to land anywhere providing that the Air tranny has a Friendly space to land in. What if you wanted them to support your main thrust with a blocking maneuver, you should be able to.