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Paratroopers?
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Sharpe

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How do we want to do this?

If we abandon the WoTC method, which many people hate, I can't think of a better way than Sindor's where they deploy after everything else?

Opinions, please.
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PostThu Jan 08, 2009 5:52 pm
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Buzzkill

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I house rule some kind of scatter rather than deploy where they want. Don't know if that is something we want to look into but it makes it fun if youre not sure where they are going to land if they are dispersed. I also deploy them last and then pick a target hex, then roll a scatter and place them there. It can make for an interesting first turn!
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PostThu Jan 08, 2009 6:04 pm
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Sharpe

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Scattering is certainly an idea worth considering.
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PostThu Jan 08, 2009 6:05 pm
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lotharlutjens

 

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I like Buzz's Idea.
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PostThu Jan 08, 2009 6:11 pm
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Lt_V

 
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A house rule I use is pick a target hex then you role a die for conditions and then a die for the paratroopers ability...if the ability is => the condition then he lands in the target hex.....

...otherwise you roll two die, one for direction and one for distance, for direction a 1 is north, 2 is NE, 3 is SE, 4 is S, 5 is SW and 6 is NW...the distance die tells you how far from your target, 1/2 is 1 hex away, 3/4 is 2 hexes away and 5/6 is 3 hexes away...it adds a lot of fun plus it is more realistic as paras never had full control of where they landed...

...so if you miss and you roll a 3 for direction and 4 for distance he lands 2 hexes SE of the target hex  ;P
PostThu Jan 08, 2009 8:36 pm
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NeuralDream

 
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What about deploying them first wherever they want? In practice, that's what usually happened.

Scattering them is also a good idea.
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PostThu Jan 08, 2009 8:42 pm
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Sharpe

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Lt_Vleclopity wrote:


...otherwise you roll two die, one for direction and one for distance, for direction a 1 is north, 2 is NE, 3 is SE, 4 is S, 5 is SW and 6 is NW...the distance die tells you how far from your target, 1/2 is 1 hex away, 3/4 is 2 hexes away and 5/6 is 3 hexes away...it adds a lot of fun plus it is more realistic as paras never had full control of where they landed...

...so if you miss and you roll a 3 for direction and 4 for distance he lands 2 hexes SE of the target hex  ;P


I think I'll use this
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PostThu Jan 08, 2009 9:18 pm
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Lt_V

 
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I posted a scenario based on this with only paras in the scenarios section and it is pretty fun Smile
PostThu Jan 08, 2009 9:55 pm
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RAEVSKI

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Scatter is the way to go.
1st roll for wind direction.
they land on nominated space on a 4+
1-3 is the amount of hexes they move in the direction of the wind.
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Angel of Death

 

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I like the -place last- and -scatter- bits a lot.
We already use the -place last- houserule and its much better then the WotC teleportation rule. Scattering is a good bonus.


On scattering :
How about if you scatter and land next to an enemy model, you trigger defensive fire. If you scatter and land -onto- an enemy model you trigger defensive fire -twice-. (Remember Crete). There would be no restriction on placing the paras though.
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PostFri Jan 09, 2009 12:58 am
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Sharpe

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I'm not going to use wind because it gives the player too much foreknowledge.  I'm going random and still thinking about DF.
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PostFri Jan 09, 2009 1:59 am
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Sequence
1 place units
2 dice for wind direction
3 dice for scatter
The wind has no forewarning effect then
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PostFri Jan 09, 2009 2:38 am
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Sharpe

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The wind won't affect them all the same way because they're unloading at so many different places.

The player can still have them land in a group.
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make them drop in a line. (the line of flight from a transport plane)
and then roll to scatter them.
Make it a line of 5 Units each "Drop"
and then scatter them
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Zeus

 

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Are you modeling paratroopers that are actually being dropped as the fight starts or is going on? I understand the fun of a randomness to where they end up, but it's not very realistic to be dropping paratroopers on purpose and by daylight right in the middle of enemy positions... and realism is completely out the window when you see both sides doing this at the same time  Wink . Also, enemy fighters should then be able to shoot down the incoming transport planes, the para's themselves should have quite a high chance of getting killed while dropping etc etc.

It would probably be more realistic to assume the paratroopers jumped a few hours beforehand, a little ways off of the combat zone, and then made their way there in secret. Some sort of Infiltration SA, or a Hidden Setup if you mean to add that to the rules at some point (for units like AT guns).

You could add some randomness to the actual availability of the para's (ie roll a die for each of your para's, and on a 1 he died or was incapacitated during the jump or whatever), and/or to the side of the map they have to start from.
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NeuralDream

 
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I agree with Zeus. That's why I suggested that paratroopers perhaps should be deployed wherever they want, but before everything else. Maybe add randomness then on that.
Dropping paras during a battle is a bit strange.
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Zeus

 

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OMG do you get an SMS whenever somebody makes a post?  Razz
PostFri Jan 09, 2009 1:18 pm
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Buzzkill

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I see ND and Zeus' point but I still like some kind of randomness. Para's being scattered is what makes them paras! Look at Overlord, the hallmark of that para operation was the fact that they were so scattered and managed to  regroup and meet their objectives. If we are assuming that the Paras had time to regroup and move to their objective, we are discounting the fact the enemy would also have had the same time to react to the paratroopers. The scatter we are talking about is a hex or two, not across the map. It just adds a little excitement, a little fog of war, to the placement of your para's. Maybe as a sort of compromise, we could do something like this:

Pick Target Hex
Roll for scatter direction and distance (1-3 Hexes)
After Paras are placed, make an immediate move at full movement rate prior to the first turn.

This would still have some randomness, but would also allow you to begin your regrouping and simulate what ND and Zeus are talking about.
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PostFri Jan 09, 2009 2:07 pm
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lotharlutjens

 

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Think of Crete as well, I am with Buzz, scattering would be a good thing for Para's. ( Well not really good for the Paras, but you know what I mean )
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I like the idea of paras and drift, but I think the time scale of this game doesn't accommodate the concept.  At 1 minute per phase, and two pair of simultaneous phases per turn, the whole engagement is over in about 15 minutes.  This means in practice you are dropping paras in the middle of an engagement.  

I like the suggestion of doing the drop in a pre-opening move, with drift included.   You could drop during set-up, with your drop subject to drift.  If you want your scenario to include ground fire during the drop, you could incorporate it at that time also.


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