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A Bridge Just Right... - 12/19/2015 12:43:22 AM   
KWG


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Joined: 9/29/2012
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2. Changes to airborne drops:
a. Airdrop scatter - Airborne brigade and regiment size units that are dropped have a 2/3 chance of scattering 1 hex. If they scatter into a water hex they are destroyed.
No more than one airborne unit will scatter onto any given invasion beach (i.e. scattering airborne will not stop a two unit invasion from coming ashore).
There will be a flak combat report in the original drop hex, and then a drop combat report in the hex the unit scatters to.

b. Airdrop fatigue - Broken down divisions and broken down regiments (1/ 2/ 3/ units) will suffer 50 additional fatigue when airdropped. Independent regiments and brigades will suffer 25 additional fatigue when dropping (if not broken down into 3 parts). Unified Divisions will not suffer additional fatigue when dropping.

c. Airdrop combat - Airborne drops into an empty hex may be engaged by nearby units in reserve mode.
After the combat, if the airborne is a brigade or regiment size unit and it has lost the combat, it will be destroyed.
If it is a division it will still land and take control of the hex after the combat.
An airborne brigade or regiment size unit that loses a battle caused by an airdrop is destroyed.
Divisions will attempt to retreat to an adjacent hex (or the same hex if only engaged by reserve units from outside the drop hex).
Note that an airborne unit can lose a battle to airfield ground crew, flak attached to a city and HQ units, and currently when this happens no units will appear listed for the defender in the combat report.

d. Airdrop interdiction - Interdiction created by airborne regiments and brigades is only 8 points per hex (instead of 33 for divisions).

Do these rule apply to both drops into enemy hexs AND friendly hexs?

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