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Para Drop Scenario

 
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Lt_V

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Post subject: Para Drop Scenario Reply with quote
I have been working on a para drop scenario in which there is an axis defender and the attack is spearheaded by a para drop of Screaming Eagles...the fun part is the drop itself..I borrowed an idea from the HHR artillery method...

Take 6 paras (or however many you wish to use as your advance force), and pick a path of six consecutive hexes,this is the flight path of the Dakota. Roll one die, this is your drop number, then roll a second die, this is your control number, if your drop number is equal to or greater than your control number you land in the target hex but if the drop number is lower,  the difference is how far you land from the target, next roll a direction die and this number corresponds with the direction from the target hex in a clockwise fashion.

1 is the top hex
2 is the next hex clockwise
etc

Example
drop number 3
control number 5 direction die is 4

therefore you land 2 hexes behind the target

you then repeat these steps for each para

the only thing to remember is any units may attack you in the 'air' using their AI long range number as long as they are within 8 hexes to your landing hex, not your target hex...

It is still rough but I tried it a couple of times and it is fun Very Happy
PostTue Jul 22, 2008 3:14 am
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OberstOz

 

Joined: 13 Feb 2008

Posts: 80




Post subject: Reply with quote
A group of us came up with something pretty similar.

"Paratrooper units must be placed where they are intended to drop. Then, in turn, each unit must make a movement roll to successfully land where it was intended to. If it does not succeed in its movement roll, then roll 1 dice to determine the direction it drops off-target (clockwise) and then 1 dice for how many hexes away from the intended drop zone it lands at (1-2 = 1 hex, 3-4 = 2 hexes, 5-6 = 3 hexes). If a unit lands off-map it is not lost but will arrive at the edge of the map it left from in a number of turns equal to the number of hexes it missed the edge of the map by. If a unit lands on a hex occupied by an enemy unit, it is immediately destroyed. If it lands adjacent to an enemy unit (including vehicles) then it can receive defensive fire."

I like your flight path idea. I was trying to come up with something about paras being adjacent and just having trouble with wording and stuff. Your idea is much simpler.

At first I was against your being attacked in the air idea because I thought 8 hexes is like half a map away but looking at the actual units the odds of hitting a 5/5 unit at long range is pretty low considering a lot of units don't have long range stats. The only question is what happens when you take your para drop rules and use them in other scenarios like when FJs drop? Actually the question is what do you do about bofors, with 9 dice it's not quite 50/50 but it's close.

Oh and I know it's nit-picking but you might want to include the no mortars/units with Blast rule can fire at in the air units, I know it's obvious but people are people and besides we should have higher standards then WotC in regards to wording. Actually thinking about that, should units with AA get a +1 bonus? I mean if a Flak20 has a good chance at hitting a plane he should be able to hit a guy floating to the ground.

Another addition I was thinking of is the landing in various terrain ie water - destroy unit, hills/forrest/marsh/town - disrupted. The old maps had lots of different terrain so it may limit your LZs significantly but the new 3" maps look like they've got a little more open space, I'll be playing on them for the first time this weekend so I'll have a better understanding of how open they really are.

Anyway, just some thoughts.
PostSat Jul 26, 2008 9:13 am
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Remember-OWS-

 
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Post subject: Reply with quote
This is what I have use for my Rethymnon scenario


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Remember-OWS-

AAM Scenario Creator, Montreal, Quebec, Canada,
PostSat Jul 26, 2008 2:49 pm
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OberstOz

 

Joined: 13 Feb 2008

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Post subject: Reply with quote
Remember-OWS,

I like the consistant wind in one direction I might try to incorporate that.
PostSun Jul 27, 2008 1:58 am
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Remember-OWS-

 
AHF Silver-Rated Trader

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Post subject: Reply with quote
OberstOz wrote:
Remember-OWS,

I like the consistant wind in one direction I might try to incorporate that.


Do not forget it's for one turn. If you do not drop all the units in one turn, then you re-roll the dice the next turn.
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Remember-OWS-

AAM Scenario Creator, Montreal, Quebec, Canada,
PostSun Jul 27, 2008 2:15 am
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Shank77

 
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Post subject: Reply with quote
Been thinking about ideas for my paratrooper drops. I think this thread just saved me some time. Thanks!!!
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PostSun Jul 27, 2008 7:28 pm
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Lt_V

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AHF Bronze-Rated Trader

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Post subject: Reply with quote
Shank77,

I was thinking about your sig while I was posting this, there are some great ideas here for sure Very Happy
PostSun Jul 27, 2008 7:38 pm
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