Paratroops

Wolf, I'm sure it works great against AI (who doesn't know how to defend worth a hill of beans) or against isolated cities, but there exist flaws in your attack that I would exploit.

Firstly, you have to have air superiority, otherwise fighters will shoot the crap out of your troopers and your bombers. It sounds like you aim for air superiority, but if you haven't already achieved it, your stack of paratroopers is dead.

The great flaw to exploit, however, is during that one turn that you have to wait to attack the city. If you landed two dozen paratroopers next to my city, they would never survive to attack. Maybe a handful of badly damaged units might.

The steps to counter:
1. While your para's wait to kill the damaged units in my city, it becomes my turn to damage your stack of para's. This can be done many ways. Guided missiles, fighters, bombers, artillery, Marty (if I have these, you're done for). There are too many ways for me to damage your troopers. I'll find a way to do it.

2. It depends on what era of units were talking about, but if I have any fast attack units, I'll be able to rotate dozens of those in on my rails from my supporting cities and attack your already now softened stack. And hell, if I have mech inf (and this is what my defenses usually revolve around), I'll attack with those. They'd slaughter your stack. Mech inf with c2 and c3 promotions against damaged paratroopers...say goodbye.

3. After I've done those two things, and if you've got any surviving troopers, I simply rotate a massive defensive force into the city. Most easily this can be done with rails, but it can also be done by airlifting from far away cities that can't reach by rail.

This defensive stack would be so large that your bombers might not be able to damage all of them enough to allow your damaged paratroopers to be victorious.

There are many situations where your tactic would work great, that is, if you have achieved total air domination AND your target city is isolated from both reinforcement and the ability to counter-attack from backline cities; or if your opponent simply doesn't possess enough military units within its entire civilization to fight back (which, if this is true, any kind of stack or strategy whatsoever will finish them off quickly).

It's that one turn of waiting though man. I'd never let 'em live to attack. And the more advanced your opponent is, the more useless your paratroopers are (especially if they have the fast moving and powerful mech inf).

Personally, I find Paratroopers the least effective of all the modern units. Of course, in certain situations, they can be very useful. But generally against an intelligent defender you won't get much out of them.

I will often simply send them as scouts in advance of my main force, hoping to draw out the defenders from their cities. I'll plant them, as someone else said, on a hill, and hope the defender wounds themself trying to kill it. When I make paratroopers, they're simply throw-away units designed to annoy or harrass the opponent. To obligate them to come out of their city to prevent me from pillaging. They can also cut-off retreat, or slow down the influx of reinforcements too, but that's about all they're good for.

I think a more effective use is to be teamed with helicopters, because if chopper units kill off all the defenders in a city, then a paratrooper can get in before the defender can react. In that scheme, however, you only need a handful of paratroopers but a ton of choppers.

Really, to be effective in combat you cannot rely solely on any particular strategy, you must truly be well-rounded in every aspect. And then from there, you can exploit a weak link in your adversaries tech path or missing resource.

Now, I can imagine that Wolf's attack strategy is usually quite powerful, but there is a foil to it.

Adopting adaptive strategies is more essential to military success than any formula.
 
i just use paratroops as city defense in newly conquered cities, before i get mech inf.
Since they are stronger than regular infantry and can drop in quick, its convienient.
 
Hey VB, you're almost right there.

In certain circumstances they are stronger. Paratroopers fight at 24 and Infantry at 20. But, Infantry receive a 25% bonus against gunpowder units, so they fight at 25 (instead of at 20) against paratroopers, marines, sam units, etc...

:)

I know, deceiving isn't it. It took me awhile before I noticed that +25% thingy too.

So, against mounted or tank units or chopper units, paratroopers are stronger than infantry.
 
Hey VB, you're almost right there.

In certain circumstances they are stronger. Paratroopers fight at 24 and Infantry at 20. But, Infantry receive a 25% bonus against gunpowder units, so they fight at 25 (instead of at 20) against paratroopers, marines, sam units, etc...

:)

I know, deceiving isn't it. It took me awhile before I noticed that +25% thingy too.

So, against mounted or tank units or chopper units, paratroopers are stronger than infantry.

thats true but i found that the AI rarely attacks with infantry, at least not fast enough to surprise me.
It will attack with cavalry, tanks and artillery usually and paratroopers are better vs those than regular inf :) But you've said that already.
 

Paratroppers tend to be available waaay before mech inf is mainstream. This is also where they are most effective, obviously. No need to point out every possible scenario that you could encounter :crazyeye:
 
I like Para's....they do the job they need to do very well and give you a flexible approach to attacking someone, as well as forcing your opponent to have troops further inland then in the previous ages
 
Adopting adaptive strategies is more essential to military success than any formula.

The strategies themselves need not be adaptive, it is only the user of said strategies that need to be able to recognize when a strategy will/won't work and instead choose a different strategy that will.

Defensive strategies are slightly different since by being flexible you can more readily counter any particular offensive strategy; at least long enough so that you can then devise a specific counter to the offensive strategy being employed.

Your defense scenario assumes overwhelming defensive force applied immediately at the point of conflict, in which case pretty much any offensive thrust will have issues. You will still lose units and be weaken. Consider the advance force of Paratroopers in the first assault. If they take the city great, otherwise a second wave can be used or tank reinforcements can continue making their way to the city. OR, now that all your troops are at that one city another city is now more vulnerable for attack.
 
They are good at taking out a small city that you can't wait two or three turns for tanks to take.
 
Why do a lot of people say for tiny/small/out of the way towns....Hell, the best place to have them is right next to important production centres, where the enemy is building his forces. Put them on hills, fortify them, forces the enemy to keep his army there, deny them the hammers from those hills and if he is stupid enough to attack, you can easily take the city or re-enforce your para's by dropping some more on the hills.

Para's FTW :D
 
Pre-gunships I was finding them very helpful to provide stack cover for my tanks(panzers). A city 3-4 tiles away can be attacked and taken in 2 turns BUT instead of leaving a stack of tanks alone on flat terrain I can provide some infantry support during the assault. Spies were being used to drop defenses and bombers and/or guided missiles took down the top defenders while the tanks cleaned up.

Will they defend against anti armor and Infantry/marine armor promoted units? Guess I should actually test that out instead of asking.
Armor is nice, don't get me wrong... I never refuse to use it... but Paratroopers can move five or six spaces into enemy territory in a single turn... tanks can't push that far into enemy territory in the same amount of time... paratroopers can also fly over defensive lines of troops (if they exist), or bad terraign (like Jungles and Mountains)... tanks can't do that either.

Just to make sure you understood. I was not criticizing their use or your method with them. I was being genuinely curious and accepting how well that seemed to make sense. I like reading how others play civ exspecially when something does not seem mainstream.

I have been meaning to finish off a conquest by using them. I just find it hard to break away from wanting to spam armor.

Another reason "I" overlook them is because flight has never been a priority for me after industrialism and combustion. I like to go back research stuff I left behind or learn stuff not war based. Like biology & medicine to improve my city's.



Why do a lot of people say for tiny/small/out of the way towns....Hell, the best place to have them is right next to important production centres, where the enemy is building his forces. Put them on hills, fortify them, forces the enemy to keep his army there, deny them the hammers from those hills and if he is stupid enough to attack, you can easily take the city or re-enforce your para's by dropping some more on the hills.

Para's FTW :D

I need to try that as well. I never thought of using them for that. I love making defensive stacks, easy way to get promotions and GG's. It just never occurred to me to use Paratroopers. Guess cause I am so slow to get flight.
 
If the other guy is of a similar tech to you (if he isn't then yes i like to drop in on there capital!:)) then paratroops can get overun on the turn they drop near a main city. If you drop them away from the main warzone, A) it diverts emeny troops and B) they are not going to get overun on the first turn, plus fighter coverage is normally not very much so less risk of getting shot down.

Jet fighters are the paratroops best friend in the modern age, because they can bring the cultural defence value down quite rapidly, they draw out and hopefully shoot down any enemy fighters in the area, and then you can injure troops in the city before mopping up with the paratroops. The stealth bomber is techinally better at the preparing a city for invasion, but they rarely help with dealing with the enemy air force, which has to be dealt with in the area where you want to drop your paratroops before you send them in.
 
For the enemy airforce, I simply move in all available fighters to the theatre of operation, and use the fighters to bomb the city defenses (which draws out the enemy fighters).

After the enemy fighters are dead, then I send in the bombers.

But, when it comes to warfare, I find that I tend towards patience rather than speed. I'd rather conserve units then lose an entire force in a risky endeavor.
 
Twice I have taken cities with paras when my tanks could not get in place for a couple of turns due to terrain.
1) Slam city with bombers/destroyers to reduce city defenses to zero, and knock defenders to 50%.
2) attack across bad terrain with gunships to clear out the city.
3) land paras directly in city (or beside if the kickoff city is 6 tiles away) and claim it as your own.
 
I use them mostly as guerillas, the way they're used in real life. Drop them in key resource areas, pillage them, then stack them on a high defensive tile. Prior to this, I build them in a high unit experience city, give them some nice defensive upgrades, and keep them in that square (usually a forest or jungle on top of a hill) and with the right promotions, they can keep that foothold secured as a landing point for your main force. I almost never use them in an assault fashion.
 
I think a more effective use is to be teamed with helicopters, because if chopper units kill off all the defenders in a city, then a paratrooper can get in before the defender can react. In that scheme, however, you only need a handful of paratroopers but a ton of choppers.

Spies + bombers + gunships + paras.

Airlift an infantry or machine gun after taking the city.

(...at least against the AI)
 
After railroads, defending against one stack is really easy, as snuggles has pointed out.


I've only ever used paratroopers once, and I used them to jump across an inland natural harbor that would have taken 4 turns to go around with my infantry and artilleries.
 
Using them as roadblocks to delay and harass the enemy is always good, a bit of a sideshow compared to the real assaults, imo.

Ultimately if you could get the invasion prepared properly you could use the Gunship + Para + Bombers exceptionally well if timed with say an amphib assault (and if you're really about gooping it on toss in some tac nukes for spite).

Once the cities are taken airlift some heavy CG promoted units in, then hoepfully advance a main column of tanks, inf, etc.

Glad I read this thread though since I hadn't previously thought of the extent I could use the para + gunship combo.
 
What paratrooper naysayers are missing, if it wasn't pointed out in this thread...
They can occupy cities that were just nuked... on that same turn... walking right in.
They can also do this from allied cities... or from transports that have landed in just taken coastal cities when disembarked.

If you have nukes, and paras... you can romp the enemy.

Oddly enough, nukes don't kill non-military units... nor other nukes... so that would stop the paras from walking in because they can't "attack" in a traditional sense after jumping.
 
Back
Top Bottom