You already did. I figured you for an assault landing last turn. I think that was Pauls bad influence on you. Actually trying to figure out a Boyd cycle built for two is interesting. Paul is quite a bit more cautious then you are, and I suspect he talked you into waiting while you guys did some more conventional scouting and worked over the AD with non-air assets.
He might be right, and then again doing that gives us the initative, which we already had so that isn't as important as the time. Pulling back and waiting means the turns used in flying back and forth were wasted. Now they are gone, never to return. We won't know if that's important or not until the last few game turns, but as a principal, I don't like giving up turns at the begining of the game.:eek1:
Considering the general ban on use of pre-game arty shoots, which sledom do any direct damnage, but will burn your opponents first turn by forcing a non-optimal deployment out of fear of that occasional lucky hit, I think a lot of people feel the same way. There are many excuses, but it's losing that first 'free' turn where you can move full speed without to much risk of dying that motivates the ban on pre-game bombardments, which in the real world were SOP.
So you roll the dice and take the results. I was suprised that your aggressivness was overwhelmed by Paul's concern about traps, tricks and my fondness for kill boxes.
I would have gone in. An assault landing will always produce casualties. It doesn't matter if that happens on turn 2 or turn 22.
So the negative is a wash.
The positives are that you don't lose that turn, you dislocate any plans we had and you stood a better chance of securing valuable terrain on turn 2 then you will now that we have troops there digging in. But hey, you roll the dice, you deal with the results.