[WarInEur] {Spam?} Airborne
noble1234 at aol.com
noble1234 at aol.com
Sun Jan 6 17:33:22 EST 2008
Hansen wrote:?
> 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).?
?
I agree, but I am looking backwards at the problem here. The original suggestion is my preferred way of managing this. It has a more realistic feel. The revisitation here involves less drastic coding, less serious shifts in the rules, and requires almost no production changes to the boardgame, in the sense of a simply note that amends the application of the existing procedures.?
?
Looking at the issue from various angles often trips someone else into a more useful or fruitful vein of thought not hitherto considered...?
?
-|steve|-?
I have no problem with maintaining airborne units in jump ready status for long periods of time.? Unless they are already in combat, it is their job to be ready to jump on?36-40 hours notice.??It becomes their job as soon as the unit forms, therefore, in game terms, a unit that is built should be?ready to jump upon completion.
Market-Garden wasn't motivated by a use it or lose it mentality, rather the leaders?of the Airborne Army wanted to get into the fight.? They had been proposing all kinds of?operations that were rendered moot by events on the ground.?
The four week rule reflects the time that an airborne unit that is in combat needs to refit itself to make a jump.??All of the airborne operations in WW2 were done by units that had been either never in combat or out of combat for at least four weeks.?
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Hansen wrote:
> 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).
I agree, but I am looking backwards at the problem here. The original suggestion is my preferred way of managing this. It has a more realistic feel. The revisitation here involves less drastic coding, less serious shifts in the rules, and requires almost no production changes to the boardgame, in the sense of a simply note that amends the application of the existing procedures.
Looking at the issue from various angles often trips someone else into a more useful or fruitful vein of thought not hitherto considered...
-|steve|-
I have no problem with maintaining airborne units in jump ready status for long periods of time. Unless they are already in combat, it is their job to be ready to jump on 36-40 hours notice. It becomes their job as soon as the unit forms, therefore, in game terms, a unit that is built should be ready to jump upon completion.
Market-Garden wasn't motivated by a use it or lose it mentality, rather the leaders of the Airborne Army wanted to get into the fight. They had been proposing all kinds of operations that were rendered moot by events on the ground.
The four week rule reflects the time that an airborne unit that is in combat needs to refit itself to make a jump. All of the airborne operations in WW2 were done by units that had been either never in combat or out of combat for at least four weeks.
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