Paratrooper Rules

Yxklyx

King
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May 7, 2008
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I haven't been able to find the finer rules to paratroopers anywhere? Are they around somewhere? For instance, I noticed that the unit only used .5 movement to paradrop. Is it always .5 or does it depend on terrain?
 
Ah, so no one uses them I see. OK, here's what I've found out so far:

1. They can para-drop from any of your cities/forts or your vassal's cities/forts. I did not try from a non-vassal city/fort (with open borders of course) - that might work. They cannot move before executing a para-drop.

2. I believe any number of them can para-drop from a city/fort in one turn.

3. The range is 5 - but not 5 diagonally - so a cross of some sort like for Fighters. The square they para-drop to cannot be in Fog of War (FOW) so you will have to recon the space either with Fighter or Spy. I am pretty sure they cannot land on top of any unit (even worker?) - need to test this.

4. The para-drop itself uses .5 movement points - regardless of terrain entered it seems. That means they can land next to a city and attack in the same turn. You CAN para-drop into any Civ's territory with Open Borders without declaring war. It seems that they always land in the space you selected - unlike in Civ 2.

Some other things I found while testing this.

1. You CAN recon with Fighters over Civs that you have Closed Borders with. Maybe you can't do this when they get Flight? Would like to test this.

2. It does not look like you can build a fort in a vassal's territory. I believe the only thing your settlers can do within another Civ's territory is to build roads/railroads.
 
Ah, so no one uses them I see.

I use them, but mostly for a high strength unit for city/stack defense. They're very strong (str 24) and with guerrilla I/II/III or Drill I/II/III, they make for great stack defense that can also defend captured cities and para-drop to the next target city when the offensive stack gets there (and I have airlifted City Garrison I/II/III units into the previously captured city).

Other than that, I'm not sure I really need to know all the detailed specifics of their rules.
 
I don't think they can attack the same turn they drop in. Their high strength is a nice feature. The best or at least most memorable moment for me was paradropping onto a wooded hill on the other side of a mountain range that seperated me from my enemy. I had a couple there with woodsman and after killing a few units started to add the guerrilla promos too.
 
They definitely can't attack without commando after paradropping as I use them a lot (they are real fun). I never tried to promote them with commando but I might try this now.
They can land on your units, they can't land on enemies, don't know about civs you have open borders with but I asume you can.

Also: you can recon over any tile, open borders or not, opponents having flight or not.
 
Yeah, they can't attack in the same turn but they can para-drop from any city/fort they're in - even if it's just an Open Borders agreement.
 
OK, some missinformation here, needs clarification.

That means they can land next to a city and attack in the same turn.

No, they can’t

I believe if they have the commando promotion they can attack after paradropping.

No, commando or not, no attack after drop.


Yeah, they can't attack in the same turn but they can para-drop from any city/fort they're in - even if it's just an Open Borders agreement.

Not correct.
You can paradrop from your and your vassal’s cities and also from forts that are within your own territory or your vassal.
You can paradrop from cities you have open borders but you can’t paradrop from forts which are within regions you have open borders with.


What they can do after the drop:
-> Move: normally 1 tile, commando promotion gives you 2 tiles on enemy roads
and 5 tiles on enemy rails after drop
-> Pillage


My paras usually have 4 tasks:
-> Pillage important ressource (like oil) on first war-turn
-> stack defender for tank SoD (usually Guerilla-II on hill tiles)
-> capturing poor defended cities in the “outback” (far away from the enemy core, not worth sending the main stacks)
-> Woodsman-III / Medic-I healer units, built from red-cross city to keep up with fast tank SoD (no need to use great generals for Medic-III units, has the same healing rate)
 
They can also be useful for taking those annoying small island AI likes to settle as they can be paradropped over sea (not one-tile islands though).
 
It's been a while since I played this part of the game unmodded. I could be wrong.

They can be used to drop beside an enemy city that has been cleared of troops by gunships, and walk in and take over on the same turn.
 
They also have cool little Clicker-Thingies.

"One click, will be answered by two clicks".

Sorry, Paras always make me think of Cornelius Ryan and The Duke.
 
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