• Moderator

    True MB… It is for fun mainly


  • Eh, before you know it, you’ll becomea A&A Mega Addict.


  • AIR TRANSPORT (use original A&A bombers)
    Movement: 8 land and/or sea zones per turn
    Attack factor: 0
    Defence factor: 0
    Cost: 8 IPCs
    During the combat or non-combat movement sequence, an Air transport can carry up to 2 infantry. It must take off in the same territory as the infantry it transports. Infantry may be dropped into any land territory. Attacking paratroops must do so during the combat movement sequence. If the territory is enemy controlled but not occupied by actual units it is captured. Picking up or dropping off infantry does not count against its movement. Note: they are still vulnerable to AA guns and defending fighters. If an Air transport is hit it is lost, although each infantry unit onboard has a chance to survive (parachute) by rolling a 2 or less. They must “drop” into this territory and attack enemy units with their usual strength.

    –This is pretty balanced when we play. Your thoughts?


  • Well, if you ever play W@W you’ll see that they have paratroopers that one buys during production. They cost 1ip more than regular infantry. Note that in this game unit prices for each nation are different.
    They attack on a 2 and they defend the same. They also work pretty much like you described. Both have to start on the same territory, However you just use a bomber’s movement. The bomber can’t attack and is limited to one para per bomber. And on top of that once the para is dropped he can continue fighting as a 2 for the rest of the game. Paras were generally armed better than reg troops so it makes some sense… Much like the PanzerGrenadiers that Germany can buy in this game for 2 more ip that attack at 2 defend at 3 and can move 2.

  • Moderator

    @TG:

    They’re not a special unit, just regular infantry with a free ride. :)

    True but then on june 5, 1944 the Allied paratroopers were there to destroy infrastructure… not ncessarily special they just were not en masse (you still have to train them)


  • Go to my Paratrooper guide in Axis and Allies guide!!!


  • I would like there to be a seperate piece for air transports. They could cost 10 IPCs, move six spaces, have no attack, 1 on defense, and carry land units. Not sure how much though, maybe just go with the naval transport way, any combination of two land units except for tanks, and tanks, AA guns and artillery could only be used for non-combat. The infantry would be paratroopers and attack on a 2 for the first round, then 1.


  • All that has allready been thought out (basically as you stated) and will be in advanced axis and allies by larry Harris… You will have to wait a few years to actually see that however.


  • here is the para rules that we use in the CD club

    Paratrooper Rules:

    Combat movement:

    1. A Bomber can only paratroop 1 infantry per turn per bomber.

    2. Both the bomber and the infantry must be in the same territory at the beginning of combat phase.

    3. If a bomber is shot down at the target, the infantry survives for the combat phase, but the bomber is lost.

    4. Bombers used to paratroop infantry to battle do not engage in ground battle, nor may they conduct IPC raids.

    Non-combat movement:

    1. Bombers involved in combat or paratrooping may not be used in non-combat to pick up and transport units.

    2. Bombers can paratroop only 1 infantry per turn and only if that infantry was not invloved in combat.

    3. The bomber and infantry DO NOT need to be in the same territory, and the bomber may move, pickup and drop off the unit within the bomber’s movement range. Picking up or dropping off a unit does not cost the bomber any movements.

    4. If AAA pre-game option is on (Anti-Aircraft guns Always fire) and the bomber is shot down in non-combat move with infantry in it, the infantry is lost as well. If the bomber is shot down by another AA gun after the infantry is dropped, then only the bomber is lost.

    5. Infantry left on bombers that have landed will not defend if attacked. Only the bomber will defend. If the bomber is destroyed, the infantry is lost as well.

    Special rules and considerations:

    1. If heavy bombers are attained, the bomber now has a capability of transporting two infantry per bomber for either combat or non-combat use. This is the default A&A game setting and the default rule which requires no edits. If the players consent prior to the game that one infantry per bomber is the maximum, then that is acceptable. Otherwise the two per heavy bomber rule applies.

    2. An infantry may only be used as a paratrooper once, it can never be picked up again by the same or a different bomber. This is a game bug that will be lived with. Even though these infantry may never load onto a bomber again, they act normally in all other respects.

    http://www.axisandalliesworldclub.com

  • Banned

    Hi Guys,

    My contribution to the long list of ideas.

    A drop in almost all cases was planned away from AA fire. The bomber would be shot down before reaching the targeted drop zone, thus losing the paratroopers with it. I would suggest using rule #1.

    By the way, this was my first post on this forum!!!

    Delaja

  • Moderator

    welcome on board Delaja! Interesting concept, but you must remember that Drops were planned away from AA fire, but in most cases the planes had to fly through it…

    GG

  • Banned

    Thanks for welcoming me Guerilla Guy. But you just proved my point. They had to fly through AA to reach the targeted drop zone. So if they are shot down the paratroopers would die too. Those who could jump would never reach their target and would not have any impact on the effort anyway.

  • Moderator

    @TG:

    They’re not a special unit, just regular infantry with a free ride. :)

    They are a specialized fighting force trained to be dropped behind enemy lines. The typical paratrooper combat load varies quite a bit from the normal 11 bravo Inf

  • Moderator

    Sorry I didn’t read back through before I posted…

    GG


  • A few notes I made while reading this list:

    1. Sinice most units in A&A aren’t a single unit, you don’t need to use a fghter to get gliders off the ground. You can assume that is included in the unit.

    2. A successful attack by an AA gun should kill both the paratroopers and the air transport. Otherwise paratroopers become too powerful of a unit.

    3. The cost should stay right around a bomber. If you make air transports too cheap, seagoing transports would rarely get used.

    4. Bombers and air transport should be seperate units. You shouldn’t be able to drop paratroopers off in one round and bomb with the same unit the next. Since I have both the MB version and revised, it’s not hard to distinguish between bombers and air transport.

    5. Paratroopers were semi-elite. I have no problem letting them attack at 2. Another idea I liked was allowing them to attack at 2 during their jump, but then they revert back to normal infantry. Either way should work. Another idea that you could use would be to use elite units (SS, USMC, etc) as your airborne. This isn’t exactly historically accurate though. Marines and SS were seperate from airborne and falshirmjagers.

    6. Only one infantry should be allowed per transport. There are two reasons for this. 1-You don’t want to run into the problem that nobody is using sea transports. 2-Each piece represents a lot of men. A squadron of air transports would be hard pressed to deliver that many men to battle. A&A does require you to allow a few inaccuracies, but I think you should try to stay as accurate as possible.

    7. Air transports should get 0 attack. I would say 0 defense, but I would be o.k. with 1 defense. If switching over to d12, then the defense should stay at 1 though.

  • Moderator

    AARHE rules are there for Paratroopers. Everything has alrerady been addressed including transports, combat and noncombat moves, IPC cost, and every thing in between. Check it out and I’m sure you’ll like em, I do.  :evil:


  • Tell me if this rule Im going to try out sounds fine for AA:E

    (there should be an official paratrooper opic or something).

    Paratroopers:  Bombers can transport 2 infantry units.  These units attack on a 2 for the first round of combat only, afterwards they attack on a 1.  The bomber that transported them cannot be used to make any other attacks that turn, including SBR.  The troops can also be dropped in non-combat into friendly territory, but only with a bomber that did not move into combat or SBR earlier in the turn.

    Pretty simple.  I thought for a while of reducing the bombers range to 4 and letting it hold 3 infantry, but then I felt like you might as well use transports since the range would only reach coastal territories.  The range of 6 felt too long, so to balance it out I reduced it to 2 infantry per plane, and now the rule seems right.


  • In AARHE we have to build paratroopers, which costs more than infantry.
    Its to stop it being used as a last minute option.
    A paradrop has to be a planned attack.

    For the range and capacity pretty much same as your one. 6 range 2 capacity.


  • I actually thought of renaming the marine unit to ‘mobile infantry’ and letting them have the same qualities as the standard unit except letting them be paradropped as well, but I didnt like the idea of dropping them off, letting them fight to the shore, and then using them for amphibious assault.

    So far though I think my rule is simple enough and Ill end up using it.


  • :lol:
      I think evryone here is pretty close to the mark on how to handle paratroopers, but If I might suggest a streamlined version, this is what I have:
      Take a bomber from the Russins in the old classic game, with fingernail clippers, remove the two outer engines, and clip off the rounded part of the wingtips. paint it a different color, say silver, or white, whatever. This is your universal air transport. everybody has use of this in the game, (removes the cost value debate). Now, on the turn you want to do a paradrop, pay 2 extra IPC to the bank during your purcase units phase for each paratroop unit you wish to deploy**, Maximum of two units per turn**.
    Place your air taxi where you wish to embark your Paratroops, again, you can only transport a maximum of 2 infantry units.
    During the combat movement phase move your air taxi to the drop zone, all troopers must deploy in only one territory.
      Any flak encountered during the course of the flight may fire. For each time that a flak gets a hit, remove one of the paratroopers as a casualty. The air transport is irrelavant as it has neither attack nor defense, it is what it carries that is important, right?
    Paratroops are elite, just ask any one of them. So, give them a 2 on attack and a 2 on defense as well, they earned it.  :wink:
    These units will be regular infantry in later turns, they revert to the normal attack and defense for infantry. This allows you to embark some new troopers from somewhere else next turn. 8-).

    I’ve only got one more thing to add to the paratroopers rule before I go,
    and that is, when you drop your troopers, you have to yell,“GERONIMOOOO”!!!
        Now get to sewing all those little parachutes for your brave little troopers.

    crazy Ivan :roll:

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