But I've given detailed arguments for why all the "tips" in here are poor strategy... Do you think it's trolling to prove someone wrong? If someone wrote an article talking about how warriors are a great counter to axemen, I'd "troll" that thread too.
pi-r8,
First off please ignore those that are attacking you. I welcome a discussion and so should everyone. Now granted you are saying things that are rather aggressive yourself (e.g. this shouldn't be in the strategy forum) so let's all dial it down a notch?
Secondly, let's get a baseline... what do you WANT out of your paratrooper units? Would you prefer them to be air droppable tank units? I'm not sure what you're looking for here. You are fully correct that loading up six or seven promotions on a paratrooper and then dropping him behind enemy lines is a bad idea, but I wouldn't say that exempts them from use altogether.
Finally, I think I'll try to sum up why I see paratroopers as useful and address some of your concerns.
To start, I think there are a lot of variables here that aren't being considered:
Difficulty: If you are on a higher difficulty setting then paratroops go down in usefulness. The AI will play a lot tougher and their units will be on par with yours more often than not. This doesn't necessarially mean that the strats in here are worthless, but any player at the Prince or higher level of play should be a good enough player to adapt them.
Reliability: You are very dismissive of paratroopers because you don't see the game mechanics supporting their reliability over other methods. Frankly, this does go into the AI a lot, but there ARE situations where air power simply won't cut it. SAM Infantry, Machine Guns, and interceptors can wreak havok on your airforce and even then they don't have a guaranteed chance to destroy the improvement (destroyed any forts lately?). Same goes for a spy. With a paratrooper I have 100% chance of pillaging the resource even if that is his only use I say that's worth 160 shields.
Logistics: Another thing to consider is that paratroopers free up other resources. If an AI has stacked fighters in a city or SAM infantry within one square of the resource you're investing a LOT of your air resources into an effort that would take one paratrooper to do while they focus on other things (namely city bombardment/airstrikes which is their most vital use). I know you continue to believe that they are so costly and if bombers and fighters still worked the way they used to (unlimited stacking) I'd agree with your "air only" point of view, but the fact of it is I am constantly struggling to bring enough air power to bear on the front lines (especially after the initial wave of city captures) and freeing up air resources for other missions is something I highly value.
The Tech Window: You make some very good arguments about all the various technological items that negate paratroopers. Cruise missiles are cheap and disposable and negate reliability & logistics claims that a paratrooper may have, and Modern Armor and Mobile Infantry will crush anything less than other Mobile Infantry moving through enemy territory. Simply put though, you have to use paratroopers inside their "window" of usefulness. Before these big units come out though their use is very high.
Ok, so that said what qualities make paratroopers useful? (BTW you make one yourself)
Mobility: This is the biggest asset (obviously) of paratroopers. With stacked paratroopers you can move into enemy territory faster than stacked tanks. You make the point yourself aboe that a bomber/paratrooper blitz is faster. If stacked correctly, this blitz is also safer when inside the window because a 3 promotion paratrooper stack can defend against anything better than a logically promoted tank stack (unless that tank stack wants to move at 1), and if things get hairy they can fortify for even more bonuses. Did I mention they cost 20 shields less?
Offense: An offensive stack is just what you would expect. Dropping a paratrooper stack next to an enemy city ahead of your main stack and bombarding the snot out of it for two turns and then attacking. Personally I'd go with 5-6 Combat II+Pinch troopers (main offense with a reserve for open field defense), three Guerilla III troopers (withdraw chance/hilled city attack and one for defense) and a Combat I+Medic II trooper in support (You can add in a Woodsman III for the extra defense and healing also if you like). This stack should be able to take out most anything after two rounds of air strikes. You should take it just as your tanks are rolling through the streets of the city they are attacking. This has three benefits, it nets you another city, it often opens up rail and roads for your tanks that are further back to move up quickly, and it pushes your advance in two fronts splitting up the enemy forces or at least making them weak in one area if they don't split.
Defense: A defensive stack is different. In this strategy you use fewer paratroopers, but can net much higher gains. Basically you choose a target in a defensible area in the heart of your opponent's lands (hills, forests, or ideally forested hills), and you drop your paratroops right in the middle of it and fortify. With three units (Woodsman III, Combat I+Guerilla II, Combat II+Pinch) you can become a major thorn in the side of a foe and abuse an AIs constant desire to attack stray units behind it's front line. Now, this stack isn't invincible, but unless they dedicate a good number of units, it isn't going down without a hard fight. After the first jump your Combat I+Guerilla II trooper is going to defend at 44.8 on an unforested hill. If given the chance to fortify on a forested hill plot your woodsman III is going to defend as a 72 with two first strikes. Yes it can be taken out, but if the enemy does so they are going to wind up losing a bunch of units and putting those units out of a city and away from the front lines. Add in a Combat II+Ambush and Combat I+Medic II and this stack gets even tougher. Moving this stack around is generally safe for awhile and you can purge the enemy's most productive sectors of mines and roads sapping his production often in the production heart of your enemy's empire.
Total War: One note should be made about paratroopers in regards to the previous comment. If you are going to war to prevent a space victory by your opponent you want to build Combat I+Guerilla II paratroopers and pillage EVERYTHING. You will save on air resources (which are needed to assist the tanks and mech infantry in their march to the capitol) and cripple the production of their most productive cities when they need them most (focus on iron and coal also since the Ironworks city is generally the one you have to stop).
War Weariness: I cannot find the thread I read that detailed all the factors relating to war weariness, but units pillaging fields or even just sitting in the hills outside of town adds to war weariness much more than bombing from afar. I know most wouldn't want to be engaged in a war long enough that enemy war weariness leads to surrender, but at the end of the game things can move very slowly.
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Anyway, I don't expect you'll like all these reasons or agree with my number investment (though it is worthy of note that I'm typically churning out units in 10-12 cities and so even my biggest investure only requires 2-3 turns to bring online), but in the end it works for me and having those paratroopers around is awesome when I'm rounding up the stragglers (like you were pointing out in your post), doing a full blitz on my opponent, or simply wanting to drag him down under constant pressure. Agree or disagree that's fine, but to say there isn't strategy in this thread is simply incorrect.