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View Full Version : paradrop - didn't anyone look up?


Domhnall101
12-01-2005, 08:53 AM
It struck me last night that paratroops do not teleport out of thin air so I thought I might as well have a go at some rules to make them a little more realistic and maybe counter the paradrop attack. A plane flying overhead dropping parachutists is not going to be missed. So...

When making a drop place the paras on the target hex(es) the turn before their arrival and make sure they are on their side to indicate the drop in progress.
Any defender may attack them as a normal target if
1. They have LOS to the target. LOS is blocked if the firer is in woods/city or has a city/woods/hill hex in the adjacent hex to them along the line of fire. The chutes are, after all, floating in the air.

The parachutists can attack as normal but with a -2 to the roll. Spinning under a silk chute is not an ideal position to fire from.

At the being of the following turn place any remaining paras on the target hexes.

You can use any dispersal rules if you want to.

I don't want to complicate the rules any more than this.

I think one turn of floating is enough as I don't want to neggate the paras completely. I am also bearing in mind that the turn is shorter than the time it takes to drop and I feel fire would tend to be more effective near the end of the drop.


I am open to any suggestions as this is just a little bit of brainstorming.
I don't want to adjust the points cost of the paras until I have a chance to test with and without the drop rule.

Vulturedoodle
12-01-2005, 09:01 AM
This has been pretty exhaustively discussed throughout the forums. For ideas on what's been said and suggested, see:

http://boards.avalonhill.com/showthread.php?t=6085
http://boards.avalonhill.com/showthread.php?t=6791
http://boards.avalonhill.com/showthread.php?t=6853

Those are just a quick selection from this forum. A search of the main forum should bring up a dozen or more.

Regards,
Steve F.

Domhnall101
12-01-2005, 09:16 AM
thanks for these