[WarInEur] Para abuse
Hansen
ultrasoundimages at sbcglobal.net
Sat Jan 5 16:33:46 EST 2008
What you propose doesn't eliminated the 'cab rank', it just shortens the
number of cabs available. If what you need is that 2-5 para ready to drop
and force a hex, then 2 or 3 paras cycling through the system (pre-jump,
held ready, back on the board, repeat).
I think the idea of having to pick a hex makes more sense. To give it some
flexibility, you could let the paras move to an adjacent hex during their
training, but they would need one week on the target hex. This would give
you some tactical flexibility (paras to help break the maginot, paras to
help establish a river crossing, etc) while not being able to train them up
and leave them perpetually on call for a drop any where (which makes no real
world sense).
From: sgminfo <sgminfo at aol.com>
Subject: [WarInEur] Paras
To: Computer War In Europe <warineur at mailman.halisp.net>
Message-ID: <477E911F.5020102 at aol.com>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed
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|-
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