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paratrooper movement

rafisher

Chieftain
Joined
May 18, 2001
Messages
82
Location
Minnesota
I realize this may be a really dumb question, but...
Exactly how do you make a paratrooper move? I
built one in my last game just to check it out and
couldn't get it to move. I tried dragging it and using
arrow keys but it didn't budge!

Thanks!
 
I presume you mean using paradrop rather than just walking ;).

Use the paradrop command in the unit's menu. I'm pretty certain that it only works from a city though and you have to continue on foot once outside of a city. I am also pretty sure that you can paradrop directly into an unoccupied enemy city but if not then you can drop next to it and then take it in the usual way.
I don't really build them though so I'm sorry if this info isn't precise. Someone else can definitely help you out though. :)
 
To use the Paradrop command of the Parachuter, move it into any city and press "p", or use the appropriate command from the menu. :yeah:
NOTE that a drop can only be made if the unit still has ALL movement points. So you should drop either before moving, or only when moving over railroad.

So: UNIT in CITY, ALL movement points, press "p".
:D
 
Yes you can drop directly into a city. Also, you can make paradrops from both cities and airbases. I use them when I'm taking over a city on a small island close to mine in the modern era. First I empty it with ships, airunits, then I paradrop into the city. This is cheaper and takes less time than building a transport with units, if you allready have the airforce/navy to empty it. :D They are also good if the enemy has a city surrounded by bad terrain.
 
I generally don't build them either. But I have found on one or two occasions where I needed them like you said to get at a city surrounded by bad terrain. I didn't have any air units nearby so couldn't clear the city that way and just happened to have a city nearby not doing anything, so i built a paratrooper.

Actually I built a Special Forces unit, which is one of my custom units...it is basically a Marine unit with paradrop abilities, so it can hold its own in an offensive battle, unlike conventional paratroopers. I don't make these units available until I have researched Advanced Tactics (a custom tech which requires Combined Arms and Stealth) so they come pretty late in the game.
 
The ai tactic of nuke/paradrop is very effective.Before SDI anyway.

If I want to harrass but not have a full blown war,I'll start paradropping into enemy territory and start pillaging,killing engineers,freights,disrupting movement etc...general pain in the ass stuff.
 
Why not alter the rules.txt to give naval vessels the paradrop facility, then that city next to a lake can produce ships and you can paradrop them into the sea. :crazyeye:

Unlike the AI who will have half a dozen ships in that one square of lake.

ferenginar:D
 
Originally posted by duke o' york
If you want to take a city such as the one described above then don't forget that the helicopter can do just this and has a range far larger than the paratrooper's. :goodjob:

But don't forget that the helicopter is extremely weak on defense. You or the A.I. may take a city with one, but you won't be able to hold it. The para has a little better defense. As to range, the helo only moves 6 per turn (yeah, it can stay airborne for several turns, but lingering in enemy territory is instant death for a helo. all units with an attack factor can kill them and spies love to "make em friendly units".) while the para can reach out to 10 hexes.

The bottom line is still "special units for special jobs". each unit has something to add to the mix, even the helo. :beer:
 
Speaking of Nuke/Paradrops... Cruise Missile (CM)/Paradrops can often do the same thing with no pollution, and despite SDI. Be sure to build CMs in an Airport city, however.... you need Vet CMs to help punch through the 2X anti-CM protection of SDIs. CMs are not particularly efficient, unless the AI city is lightly defended. If you can snake a spy and have a looksie into the target city, that can save excess CMs... but remember... extra CMs are very useful for controlling those pesky late game Partisans that arise from capturing a large, post-Guerilla Warfare AI cities... just place excess CMs over terrain in the city's radius before you capture the city and prevent the Partisan from appearing on that tile (and you have effectively "killed" a unit by never allowing it to be created). This is particularly useful because presumably you don't have lots of nearby land forces that can help (like behind lines or across water), or you would not be paradropping in the first place. :)

america1s.jpg
 
Does SDI also give a 2x defensebonus, or do you mean the SAM?

Yes, SDIs provide also provide a defense against Cruise Missiles (CMs)... Most people have probably read it but forgotten about it, as when is the last time you've ever seen the AI attack your city with CMs? And most people don't seem to attack the AI with CMs, so it's easy to forget this effect of the SDI. BTW, When coupled with a SAAM, you get a 4X effect. Against vet Mech Infs, this defense combo can chew up even vet CMs. But if you want a conventional alternative to nuke and drop, this is one :).
 
Originally posted by starlifter
... but remember... extra CMs are very useful for controlling those pesky late game Partisans that arise from capturing a large, post-Guerilla Warfare AI cities... just place excess CMs over terrain in the city's radius before you capture the city and prevent the Partisan from appearing on that tile (and you have effectively "killed" a unit by never allowing it to be created).

Thats a good idea! I have done the same thing many times with fighters/stealth fighters, but I usually don't build CMs because they are "one-shot" units so never thought of using them that way. Another advantage to using fighters is to reinforce the just-captured city, and having some offensive punch available for the next leap forward.


:beer: :tank:
 
I think I'll add one last thing on the paratrooper thingy. A paratrooper has the same attack as a mech inf does on defense. Using veteran paratroopers to take weaker cities or retake your cities is a great strategy if you have a few to spare.
 
I love Paras. They are cool for occupation, and also if you need reinforcements FAST. Problem is, they can only paradrop from inside a city. The good news is that they can be dropped into an unoccupied enemy city, capturing it, and can then be paradropped again and again. My record for sequential capture in this way is 12 cities, which totally wiped out the civ I was attacking. They didn't resist my Stealth Bomber barrage too well, did they?
 
dropped into an unoccupied enemy city, capturing it, and can then be paradropped again and again. My record for sequential capture in this way is 12 cities,

Your turn to educate me. Multiple paradrops in one turn by the same unit? If so, then what version of Civ 2 do you use (I use Civ 2 MGE 5.4.0f).... this is what I get by paradropping into one city, and then trying it again:

civ2_ParadropOnceOnly.gif

As far as I knew, the flag set for the unit after the 1st paradrop prevents further attempts that turn, unless there's a bug that can reset it somehow... :).

EDIT: Add pix.
 
did you paradrop directly into the city? Sure, so that was on the PS version, but if they are as similar as Duke O' York says, then you aughta be able to drop straight from 1 city into another, and so on.
 
did you paradrop directly into the city?

You can't "chain jump" in Civ 2 MGE (5.4.0f), but never tried Civ 2 Classic, FW, or Playstation. ;)..................... and yes, I've jumped straight into a city, and have the full movement point left. Sounds like a difference in PS & the PC versions.
 
Those paratroopers sure are cocky, wearing yellow with red trim as they descend upon the unfriendly cities.
 
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