[WarInEur] Paras

sgminfo sgminfo at aol.com
Fri Jan 4 15:03:43 EST 2008


Two characteristics of the Para rules I see as open to abuse.

shortcircuiting these characteristics by holding a trained pool 
permanently on call.


What I might suggest to ameriorate this.

Units that have completed preparation, may only remain 'jump ready' for 
3 turns. I.E. Held in readiness for 3 weeks, whereupon at the end of 
this period they are placed back upon the board. Until they have gone 
through the routine again they may not be used for jumps. This leaves 
you a time for preparation, and a window of opportunity, but does not 
allow you to operate the cabrank principle gamers pften use today. the 4 
week cycle was a game device to prevent airborne being an immediate 
tactical tool, unless used with care and forethought.

The cabrank principle is a gamer tactic specifically designed to defeat 
this rule provision...i.e. as soon as available units are prepared then 
sit for weeks  available at the drop of a hat, which is what the 4 turn 
delay was meant to prevent (else why  design it in).

This solution is a halfway house. You can prepare to get the benefit, 
but the benefit is never permanent..

 One of the imperatives that was always driving Market-Garden use 'em or 
lose 'em. The airborne could not hang about for ever without losing 
their 'edge'.


-|steve|-


More information about the WarInEur mailing list