I love paratroopers. And I'll get to why in a moment, but first allow me to
digress a little bit...
Lets first take a look at why mechanized / mot units are so useful on the field.
Firepower is obvious, but that's not the kicker. It's mobility. The ability to
move quicky around an operational zone is what's key to to any mobile force.
The ability to move heavy firepower around an operational zone is what makes the
tank such a primary unit in any operation... not just tactically, but
strategically as well. This is why the germans, with less troops... (not
necessarily better troops / tanks) were able to dominate europe... they had
better mobility.
Mobility is why we moved from trench warfare in WWI to the blitzes of WWII.
Mobility, in and of itself is a primary factor to consider when building any
force. By building units that have great mobility, you can out maneuver your
enemy, and keep him/her/it off balance. Keeping yourself, at least one step
ahead of your enemy, means you keep control of the operation. Mobility gives
you the ability to both keep the enemy off balance, and helps you deal with any
unexpected events, while keeping your feet, firmly planted in the operation you
initiated. Mobility helps you keep control... period.
Mobility is why paras are so usefull. They, by far, offer the greatest mobility
of ANY unit available to you. When you spend ic/time on paras/transports, you
are spending it on superior mobility.
Currently (vanilla 1.06: Ger) I've got 6 transports, and 12 paras (I'm shooting
for 18 paras.. 3 per transport). Basically, when buying paras, I'm considering
the transports more than the paras, as those are the most expensive in ic/time.
First, I'll do a quick definition: One para-cycle is the time it takes for the
transports to go from 0 (just droped) to full (ready to drop). You are
utilizing the transport to it's fullest, if you can continuously drop paras
every cycle. (hence the multiple paras per transport). This is why it's
important to consider the transport over the paras, as an active unit.
So, now it's more obvious to see where paras can be successfully utilized. I
use them in 3 ways:
1. Augmenting Assaults
When I launch an important offensive, I like to drop the paras in first. Just
droping in paras gives you an envelopment bonus. I'll usually launch an attack
like so: 2am fighters to clear enemy air for transports. 4am drop paras.
6am(day break) armor blitzes. 7-8am infantry support arrives. (I drop paras
first b/c I can envision then taking important key positions etc... it's what
they did in normandy, so I figure why not?) I'll also drop them in if an
assault seems to be going poorly. The ability for me to have 6 divs droped
anywhere in france within a couple of hours is a giant advantage, and one I
used to help me roll through france in the middle of december/january!
2. Augmenting Defence
Just like augmenting a poor offensive, I can augment a poor defense if
necessary. And it also gives the defenders an envelopment bonus.
3. Capture Empty Providence
As stated above, utilizing paras to capture key, undefended ports, or key empty
providences can lend a mobilty bonus to your OTHER units, as well as cut off
supplies etc. By capturing a providence before your armor gets there, you
effectively increases the mobility of your armor... and who wouldn't want
faster armor? And no, I don't consider this a 'cheat'. It's an exploitation
of your superior mobility.... you spent the ic on it... so use it.
Use your special forces to augment the meat of your armies, and you'll find
that paras are indespensible... use them as front line troops... and you'll find
them less than desirable.