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Paratroopers versus Air Units

Posted: Thu Feb 03, 2011 6:53 am
by ncali
One thing I have noticed from the AARs with upcoming GS 2.0 is the use of paratroopers to finish off or otherwise attack air units. This seems somewhat gamey to me and I wonder if something could be done to prevent this "tactic." That's all.

Posted: Thu Feb 03, 2011 7:23 am
by massina_nz
You could always keep your air units out of range of the paras :)

Posted: Thu Feb 03, 2011 10:10 am
by Peter Stauffenberg
Paras have fighter range so if you place your bombers close to the front then enemy fighters can attack the bombers at the airbases and inflict even more damage. So it's actually good play to place your bombers outside enemy fighter range so your bombers can reach the enemy front line, but not being attacked.

If you have land units near your air units you can quickly destroy the para unit. It's expensive to use paras to try to kill enemy air units and you use up valuable para build capacity. You can only build a certain number of para units per year. So you can't do this very often.

Posted: Sat Feb 05, 2011 12:43 am
by Plaid
Paratroops suffer heavy damage when landing adjacent to enemy units (more units - more damage, but even 2 often is enough to destroy half of unit during landing) or in non-clear terrain (one time I lost more then half of the unit just landing in totally empty city) so minimal protection of your airbases (garrisons, damaged units on rest and refit, another air) will help against this diversions. Paras will land with lowered eff and high damage, and will hardly do more damage then 1-2 steps to your air.

Posted: Sun Feb 06, 2011 5:12 am
by ncali
Destroying the last factor of an air unit is worth about 50 pp. But points taken, thanks for the responses. I feel a lot better if there is a build limit on paratroopers in the sense you can only build so many over a period of time (as opposed to just having a cap on how many you can have at one time).