Dr.Cornelius
11-09-2005, 05:09 AM
The Doctor's Paratrooper Rules
Instead of popping up at any time (like guerillas), I would have the Paratroopers set up last, after both forces are deployed, anywhere on the map not adjacent to an opposing unit. Something like this:
Paratrooper Setup: Paratroopers set up after all other units have been deployed, in player order. Paratroopers may be placed in any hex not adjacent to an enemy unit.
Assuming that there are no Paratrooper commanders, I would also add the following commander rule:
Paratrooper Commander: A player with at least 4 Paratrooper units may elect to pay an additional 2 points to deploy one commander as a Paratrooper.
Inspiring Lieutenant is the only commander that might be broken if deployed as a Paratrooper.
Note that the Paratroopers are still very powerful when deployed on the first turn. The key is that the Paratroopers will be able to deploy in cover between the objective and the opposing force- possibly denying the opposing infantry cover.
I believe this is a more reasonable game mechanic and more accurately represents the historical situation. Paratroopers were dropped behind enemy lines to sieze and hold key objectives until relieved by regular forces. Paratroopers did not pop up out of the blue to assasinate a commander or close assault a disrupted tank. The Paratrooper rules as written are more suited to partisans or commandos.
Instead of popping up at any time (like guerillas), I would have the Paratroopers set up last, after both forces are deployed, anywhere on the map not adjacent to an opposing unit. Something like this:
Paratrooper Setup: Paratroopers set up after all other units have been deployed, in player order. Paratroopers may be placed in any hex not adjacent to an enemy unit.
Assuming that there are no Paratrooper commanders, I would also add the following commander rule:
Paratrooper Commander: A player with at least 4 Paratrooper units may elect to pay an additional 2 points to deploy one commander as a Paratrooper.
Inspiring Lieutenant is the only commander that might be broken if deployed as a Paratrooper.
Note that the Paratroopers are still very powerful when deployed on the first turn. The key is that the Paratroopers will be able to deploy in cover between the objective and the opposing force- possibly denying the opposing infantry cover.
I believe this is a more reasonable game mechanic and more accurately represents the historical situation. Paratroopers were dropped behind enemy lines to sieze and hold key objectives until relieved by regular forces. Paratroopers did not pop up out of the blue to assasinate a commander or close assault a disrupted tank. The Paratrooper rules as written are more suited to partisans or commandos.