Wargame Mechanics Index

Airborne landing & scatter

Troops arrive by parachute or glider with transit losses, scatter from the drop zone and landing hazards.

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Watch it played 1 moment

  • 10:47–11:34
    Epic D-Day Wargame
    Little Wars TV
    Rule in play Paratrooper scatter and landing rolls

    The Allied players roll dice to determine scatter and deviation for the night paratrooper landings in Normandy. Keith and Josh suffer minimal deviation and successfully deploy their paratrooper stands across the sector.

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

How games do it 1 game

2scen
Airborne Landings (paratroopers and gliders)Micro Armour: The Game - WWII (2nd Edition)

Parachute and glider stands roll to arrive, scatter by condition-keyed dice, then resolve landing-terrain and occupied-site hazards.

How it works

Drop and landing zones are secretly plotted in clear terrain. For each stand, roll 1D20 (modified by night, wind, AA, aircraft type) and remove it on 20+. A cohesion roll then decides scatter: 1D8 for direction and a distance die set by jump conditions (1D8/2 'On Target' up to 4D6 'Hot Combat Jump'; glider tables up to 2D8+4 'SNAFU'). Landing terrain is then checked with another cohesion roll, and landing on an enemy may trigger a close assault. Gliders also roll forward 1" at a time, and lost paratroop HQs take 1D8/2 turns to replace.

Paratrooper stands of a landing group must determine “if they arrive,” “where” they land, and then “how safely” they land.
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