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Gliders or paras?

Posted: Tue May 22, 2001 4:11 am
by TotenkopfZZ
Which is a better method for the delivery of troops?
Mainly, which one will get the troops to the landing zone in one piece most often?

Posted: Tue May 22, 2001 4:26 am
by sven
Originally posted by TotenkopfZZ:
Which is a better method for the delivery of troops?
Mainly, which one will get the troops to the landing zone in one piece most often?

both

gliders will let you transport light guns.

paras are tougher(imho)

Posted: Tue May 22, 2001 4:28 am
by BruceAZ_MatrixForum
Paras are, in my opinion, better as they can arrive and take less suppression/damage than those in gliders. Gliders are good for AT guns or other pieces of equipment. In some cases, I have seen gliders crash into rocks or houses and you lose aircraft and occupants. Not good. I use gliders only when I know the terrain.

Posted: Tue May 22, 2001 6:02 am
by Figmo
Gliders - In my opinion!! You get 5 - in the German OOB - for just a little more and you can put AT Guns, extra machine guns, etc. in one of them.

BTW - how do most of you get them down safely? Saturating the area with artillery and a few dive bombers before they come in - seems to either suppress or kill anybody that is close and gives them a chance to get going in good order.

Figmo

[ May 21, 2001: Message edited by: Figmo ]

Posted: Tue May 22, 2001 7:35 am
by Daniel Oskar
Which is a better method for the delivery of troops?
[/QUOTE]

I don't know about the game engine, but in reality it depends on a couple things. In a night drop/landing, paras have the edge. There is a real posibility of personal injury to the jumpers, but by and large they will get down intact. Spread all over creation, but able to fight. Gliders have the advantage of putting a unit together in the LZ, but pilots will be unable to pick out obsticles until they are too close to react, with the resulting accident rate being pretty high. In day drops gliders look a lot better, except for the problem of being shot full of holes on the way down in both cases.

Posted: Tue May 22, 2001 8:17 am
by lnp4668
My in game experiences shown that gliders are a much better way to drop troops. With careful planning of the drop hex and takes into account the fact that gliders tend to overshoot by 3 or 4 hexes, it is easy to drop a group of troop in close proximity to each other. With paradrops, your troop tends to scatter too widely to make them effective the first few rounds after the drop. Gliders are also cheaper ;)

Posted: Tue May 22, 2001 10:00 pm
by Randy
I like to use a combination approach. I will
airdrop paras to secure the drop zone, and then have gliders come in if I am bringing in heavy stuff (arty, jeeps etc.) If I am bringing in the light tanks though, I will have their gliders come in during the initial landing, for firepower support.
Semper Fi
Randy

Posted: Wed May 23, 2001 12:28 pm
by Resisti
A bit off topic and much silly question:

Is there a way to check during gameplay which turn yr paras or gliders are expected to come?
I always find myself scratching my head trying to remember it :o

Posted: Thu May 24, 2001 11:59 am
by Resisti
Just bumping it up to see if somebody can reply to my question above.
Txs.

Posted: Thu May 24, 2001 5:25 pm
by Panzer Commander
Resisti -

Go to the unit menu (clipboard icon with white page on it) Scroll down to the glider/cargo plane/special-forces in question and it should give you a turn number Tx when it should arrive. A T99 means it will not arrive (in case of Partisans or Special Forces)

Posted: Fri May 25, 2001 12:20 pm
by Resisti
Originally posted by Panzer Commander:
Resisti -

Go to the unit menu (clipboard icon with white page on it) Scroll down to the glider/cargo plane/special-forces in question and it should give you a turn number Tx when it should arrive. A T99 means it will not arrive (in case of Partisans or Special Forces)

Txs for yr help but,noway,the unit menu it doesnt show this info for gliders or cargoes(while it show it for special forces).

Anybody else knows the reply ?

Posted: Fri May 25, 2001 1:21 pm
by Mikimoto
Hello Resisti.

The display for special forces turn arrival was, in version 4.5, in the roster screen. You could see the turn, and cheat if it was turn99 because you could cancel and reassign until the turn of arrival was diferent of 99.
Now, in features screen you can see this: 37) Removed turn display from special forces reinforcement info in deployment so they can't be reassigned once you notice they weren't coming.

About turn of arrival of gliders and air transport, in version 4.5 it was ever turn 1.
In version 5.XX I have not played with gliders/cargos yet.
Hope this helps.

Posted: Fri May 25, 2001 1:38 pm
by Mai Thai
to Resisti:

this is what i found in the manual for version 5.01:

"When assigning transport and gliders objectives during deployment, the player may select the turn in which these units arrive. The hot key, ‘t’ in the assignment screen will evoke a query, in which the player will type in the turn number. Each unit may be assigned a separate turn in which to arrive."

I hope this will help you!
bye

Posted: Fri May 25, 2001 2:09 pm
by Resisti
Ok guys,txs you all for replying,but my question was different:

is there a way,other than to keep it written on a piece of paper,DURING THE GAMEPLAY (not during the deploy phase), to see when yr gliders and air cargoes are expected to come?

This would helpful to prepare them the way,by artillery missions i.e.

Txs.

Posted: Fri May 25, 2001 3:53 pm
by Wild Bill
I thought there was Federico, but I did a little testing this morning and I could not find a way to determine that. I guess the designers will have to let you know in the text file.

In most cases the gliders or paras usually come in prior to turn one, like pre-turn bombardment or pre-turn air attacks.

If I find a way, I'll let you know...WB

Posted: Fri May 25, 2001 7:49 pm
by Figmo
Resisti,

The answer to your question is "NO" - if you assign a turn for their arrival you'll have to write it down. Sorry, I can't find another way either.

Figmo