paratroops(a)



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----- Allied paratroop division -----

Notes:
The Allied paratroopers (82nd and 101st American, 1st and 6th British), are the elite of their nations' armed forces. However, they are still basically foot soldiers, and so not especially fast, and their artillery support is less than what the regular infantry gets, and so their combat ability is less.

Side Attributes:
    Can belong to the following sides: .

Actions and Action Points (ACP):
    Receives basic allotment of 3 new ACP per turn.

Movement, Movement Points (MP), and Speeds (MP/ACP Ratios):
    Uses a minimum of 1 ACP per move.
    Needs MP to enter terrain: 1 by default, 9999 into sea, estuary, 2 into mountains, river, 3 into Rhine-river, -90 into beach.
    Needs MP to leave terrain: 0 by default, 90 in sea.
    Needs MP to traverse terrain: -1 by default, 1 across road.

Hit Points (HP): 12.    Recovers by 0.50 HP each turn.
Vanishes if in: false by default, true for sea, estuary.
Exerts ZOC out to: 1 by default, 0 for train, bomber, v2-launcher, airbase, port, fortification, town, city.
Exerts ZOC into: true by default, false in sea, river, Rhine-river, beach, road, railroad.
MP to enter ZOC: 7 by default, -1 for train, transport, battleship, bomber, v2-launcher, airbase, port, fortification, town, city.
MP to leave ZOC: 2 by default, 0 for train, transport, battleship, bomber, v2-launcher, airbase, port, fortification, town, city.
MP to traverse ZOC: -1 by default, 0 for train, transport, battleship, bomber, v2-launcher, airbase, port, fortification, town, city.

Combat:
Can attack (ACP 1 vs all unit types).
Hit chances are 50% by default, 10% vs train, 0% vs transport.
Damage is 2d4 by default, 1 vs train, 0 vs transport.
Ammo needed to hit unit: 0 by default, 1 vs missile.
Can capture (ACP 0 vs all unit types).
Chance to capture: 0% by default, 90% vs v2-launcher, airbase, port, fortification, city, 100% vs town, 80% vs train.
Combat never reduces defender's HP below 0 by default, 1 vs airbase, port, fortification, town, city.

Vision:
0% chance to be seen at outset of game.
0% chance to be seen at outset of game if independent.
Not always seen even if terrain has been seen.
Occupants not seen even if unit has been seen.

Material Handling:
    supply, 4 storage (4 at start of game), 1 basic consumption, needs 1 to act at all, receive from up to 6 cells away
    missile (none)


Fate if side loses: 100% chance to vanish.

AI Attributes:
    Requires >= 30 accessible, liquid cells to build naval units.
    Requests a total wartime garrison of 1 units.
    Range within which enemies will cause an alert is 6.
    Basic tactical computation range is 12.



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