he doesn't want his g.i. joe desires trod underfoot by flyboy wishes... 
I musta had over a dozen G.I. Joes growing up. Many ended up hanging from their chutes on electrical lines.
I blew the back of one's head off with a pellet gun. That was the day I learned about expanding terminal
ballistics.
But anyway ..... let's talk AHII infantry.
With the current ten man 'squad' in AHII, ground troop organization could extend to a 30 man platoon.
Essentially, if goons are allowed to operate in formation a play may deploy troops in platoon strength.
Furthermore, the duties of squads and platoons may be selected as 'capture' (the current function),
'Rifle' (static deployment, all rifles, 300 yd range per man), Anti-tank (2 men are assigned a bazooka -
range 100 yds) or Mortar (3 men are assigned a mortar - range 3000 yds). Anti-tank may cripple but
not destroy heavy tanks. Lighter vehicles may be destroyed. Mortars or for stand off attacks on enemy
infantry. Capture, Rifle, Anti-tank and Mortar may be mixed and matched.

If deploying troops via ground vehicle, they may only be deployed as single squads (or three man 'fire teams'
via jeep).
The time limit for troops on the ground would be 30 minutes unless re-supplied. Re-supplied troops re-start
the timer to 30 minutes. Re-supplied troops would not have lost troops replenished. The resupply area is
1000 yds from the crate and all surviving squad members will have their times re-started if even just one
falls within the resupply zone.


One of the best methods of deployment may be a circular drop. Remember, troops will stay static upon
landing. Of course, one may choose to deploy in lines, even increase the delay, if a scouting line is desired.
Troops will report to the player 'enemy ground units sighted' one the enemy is encountered. This audio
message will only be received by the deploying player. If that player logs off or disconnects without reconnecting
during the active deployment of their ground troops, no other friendly player will receive the message.


In the case of wanting your anti-tank (bazooka) team or mortar team to be dropped in a specific
order (first two/three out, middle two/three, last two/three out) there could be a drop-down box for
such a selection.


A thought about combat engineers as well as infantry and paratrooper roles.

So far we've explored options for ground combat roles other than 10 troops running for a map-room
guns not blazing that involve static perimeter defense using rifles, bazookas and mortars. We've also
explored C-47s having a 3 plane group formation option, allowing a platoon strength drop rather than
a squad strength drop. Troops may or may not be coded to depict kneeling or dug in positions as well
as the equipment for the bazooka or mortar teams but it would be nice.
Here's a few thoughts about combat engineers. Adding an additional dimension to what is typically
encountered on the battlefield such as land mines and machine-gun pillboxes, a CE option could be
added to ground transported troops.



Again, bearing in mind that the renewable time limit for ground units would be 30 minutes from time
of deployment, combat engineer options of creating a mine field or pill box would be made available
at the time of load-out selection in the hangar. A ten man team could create ten tank mines or three
machine-gun pill boxes. A three man team could create three tank mines or one machine-gun pillbox.
Supplies re-set the clock.
Re-exploring the bazooka and mortar teams, the three man team could make one of one type or the
other.



I suppose MG nests would allow more MGs at the sacrifice of the armor.
1. Rifle squad - capture (air or ground transport)
2. Rifle squad - defense (air or ground transport)
3. Anti-tank squad [2 bazooka teams + 6 riflemen/1 bazooka team if a three man fire-team] (air or ground transport)
4. Machine-gun nest squad [5 for ten troops/ 1 for three] (ground transport)
5. Mortar squad [3 mortar teams/1 mortar team if a 3 man fire-team] (ground transport)
6. C.E. Machine-gun pillbox [2 for ten troops/1 for three troops - 2 machine-guns per box] (ground transport)
7. C.E. minefield [1 per troop - replaces troops] (ground transport)
Time limit once deployed - 30 minutes - may be re-supplied (resets 30 minutes).