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ARMOR
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 AIRBORNE 
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WW2 paratroopers were military units, deployed by aircraft, usually inserted behind enemy lines by parachute. Paratroopers offer a couple of unique tactical advantages, as they can reach deep into enemy territory (even if it is not accessible by land), and in doing so are able to evade enemy troops and fortifications that would interfere with a land-based force.
 
Paratroopers can be used to establish an airhead that can become a staging point for an advance, or simply to weaken enemy defenses by performing commando raids, and causing them to defend more territory.
 
Airborne Headquarters
Simple Tips for Airborne Assault | Hotkeys/Micro | Affects on Economy | Airborne Regiments | Establishing an Airhead | Guerrilla Warfare | In Conclusion

 
• Ground forces & economy first!
Before you even consider an airborne "drop", you must achieve two critical conditions. First, you (and your allies) must have deployed enough ground forces to hold the front lines. Second, you must have a strong economy, at least $400 per minute.
 
While not manditory, most players will only deploy large scale airborne assaults with 6 or more airborne hq's, which allows you to "drop" and entire division (6 regiments) in one pass.
 
• Reconnaissance
A large scale airborne assault is costly, so it's a good idea to use some form of reconnaissance prior to your attack, so that you have a reasonable degree of intel on your target and it's defenses. A variety of special ops, a spare supply truck, or a stray regiment can all accomplish this task.
 
• Target Selection
Target selection will vary largely depending on game situation and personal play-style. Here's our basic recommendations:
  • 1. Corp HQ - The Corp HQ is almost always the primary target for airborne. No enemy Corp HQ brings you and your allies one step closer to victory
  • 2. Airfields - Disable their ability to target your crucial base structures and regiments with airpower
  • 3. Technology Buildings - You've taken out their Corp HQ, now make sure they can only produce crappy regiments
  • 4. Armor HQ's - Weaken the enemy front lines by destroying their armor hq's, ensuring their regiments are unattached

• Timing is Important
Coordinate your airdrops with a simultaneous advance of ground troops, to lessen the chance of any defensive forces being present in your dropzone.
 
• If your gonna drop, drop!
If you are going to the expense of deploying an airborne assault, make sure to deploy enough of them to destroy their targets, and/or accomplish their objective(s). Small airdrops can be effective for stealing cities or other guerrilla/commando tactics, but when it comes to attacking an enemy base, strength comes in numbers.
 

 
   
mouseover for more info
Being able to deploy your airborne assault quickly, and in a tightly bunched formation, has many benefits. This can only be done effeciently with the use of hotkeys and keyboard shortcuts. You can create custom hotkeys in A&A and access them through the Operations and Group Bar (for a couple of examples see: Groups and Divisions and How to Hotkey a Group of Regiments)
 
In this example we have hotkeyed 6 airborne tents (6-10) and have enough cash in the bank for the entire assault. The animation shows the combination of keyboard shortcuts (in this case for heavy airborne) as each "deploy to" is targeted with a mouse-click


Spreading your airborne in a circle around the target helps to protect them from enemy special-op bombs, if they bomb you they will have to bomb the target too...

Keeping your airborne assault tightly bunched helps it to survive any enemy AA that may be present, as well as to get your forces to the target location as quickly as possible. The window of opportunity for your airborne to complete their mission is short, as defensive forces will be rushing to the protect the target; often as the planes are spotted on the way in.
 
Practice and learn your hotkeys, and your airborne will be so tightly grouped your opponents may accuse you of cheating!
 
Just tell them: "I don't cheat noob! I use www.axis-and-allies.com!"

 

 
The use of airborne does have some impacts on your economy, which deserve a quick mention. All airborne hq's produce no oil, when compared to infantry hq's which at least produce +5. With at least 6 airborne hq's that 30 oil ($150) that the airborne player will have to make up for during the mech and armor stages.
 
Considered as the "airborne countries", most of the time airdrops occur it's deployed by Great Britian and Japan
Best upgrades, cheaper HQ's, SaS, +30
Cheaper units, best upgrades, +30
 
Airborne by the other countries is pretty rare, with the occassional exception of USA in really long games, through tent swapping
Poor economy with most money spent on awesome armor
Missing the best upgrades Russian airborne is rarely seen
Only USA HQ to earn +25, the rest are +30

 
The best choice, regardless of country, for attacking enemy structures. The presence of mortar and mg units in the heavy airborne regiment packs more base killing power than SaS or Banzai.
 
Hard to go too wrong when deploying SaS, however if your targets are buildings heavy airborne is the better choice. SaS are stronger versus infantry so could be used for capturing cities on the outskirts, or other guerrilla/commando tactics.
 
The banzai unit will only use it's suicide weapon on vehicles, attacking infantry and buildings only with a Type 99 Rifle. Considering airborne is often used to attack buildings, that's a definate disadvantage.
 
Regular airborne is only deployed by noobs or the AI, and since they are lacking mortar and mg units, they will likely be pooned versus any type of infantry except recon and conscripts.
 

 
An airhead is an area in enemy territory, which when captured provides a forward staging area for military operations. In modern combat the target is often an airfield which can be used to land more troops and supplies.
 
In A&A, the target will always be a city, which will provide a zone of supply for your ground forces. Use airborne to capture a city that flanks an enemy base, then maneuver your ground forces and attack!

 
The regiment cap of 20 in A&A means your enemies will have a limited number of troops to defend their bases, as well as less critical areas such as supply fields. An airborne assault is the perfect tactic to bypass ground defenses, and insert a small force at an undefended location.
 
One or two regiments in a supply field can wreak havoc on an enemy economy, and will also require them to divert some of their forces to counter the threat.
 
Described by many as one of the most annoying tactics you can use on an enemy, which in itself makes it an effective one.. Unfortunately...

 

So hopefully at this point you have a good idea what conditions must be met before you consider an airborne assault, proper use of Hotkeys/Micro, which Airborne Regiments to deploy, as well as some basic tactical ideas on using them in the field.
 
Whatever you choose to deploy, it's up to you as commander to put your forces in an advantageous position with an understanding of base resistances, terrain modifiers, formation, upgrades, special ops, military tactics, and more.

BASICS of AIRBORNE - That concludes the basics of airborne in A&A. Like our story? Please Digg it! Have a correction, addition, question, or other? You can contribute to ur A&A wiki, post in the official forum thread..

 
 

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