Transport Helo's, etc.

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Shawmut
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Transport Helo's, etc.

Post by Shawmut »

As often as I've gone over the manual, I am having a problem in using effectively the helo transports. I mean especially the moving of a unit, either heavy or troop by means of copters.
I move the icon of a transport helicopter over the unit, it says "embarked" but only the icon of the carrier moves on.
I'm sure the answer is so simple and clearly written someplace that I will be embarassed when it's pointed out. But I am missing it. (Maybe so simple that I am missing it.)
It occures in the most modern scenarioes; Aegean, Saddam's thing and wherever these units should coordinate. I've printed and kept the manual handy to review for the unguarded moment that it will jump out at me as just too obvious - but alas, I'm still stumbling.
"Power currupts".... But someone must govern!
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Veers
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RE: Transport Helo's, etc.

Post by Veers »

1) Ensure that your helos have full MPs.
2) Ensure that those transport helos are within 20km of the unit you want to thransport.
3) Ensure that that helo unit has an air lift capacity of more than or equal to the unit you want to move.
4) Right-click on the airmobile iconned unit you want to trasnport and then left click on 'Board Helicopters'. It will be in black text if you have done the first steps correctly.
5) Move that unit to where you want it to go. Note, if you select a different unit before mving thr one you have being transported by helos it will disembark, using half its MPs and the helo air lift.
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JAMiAM
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RE: Transport Helo's, etc.

Post by JAMiAM »

ORIGINAL: Veers

1) Ensure that your helos have full MPs.
This is important. Not only your transport helo units, but all unit that have transport helos assigned to them, regardless of unit icon type, will provide transport points, if eligible to do so. After they've provided them, the units have their remaining MPs set to Zero.
ORIGINAL: Veers

2) Ensure that those transport helos are within 20km of the unit you want to thransport.
200 Km.

ORIGINAL: Veers

3) Ensure that that helo unit has an air lift capacity of more than or equal to the unit you want to move.
Transport points for all providing units within 200 Km of the transported unit's embarkation point are pooled. Depending on the size of the unit being transported and the individual carrying capacities of the providing units, some, or all of them will be counted as used, and MPs set to zero on the providing units. Partial use will set to zero, but the unused carrying capacity is still available for other units within 200 Km of the providing unit.

ORIGINAL: Veers

4) Right-click on the airmobile iconned unit you want to trasnport and then left click on 'Board Helicopters'. It will be in black text if you have done the first steps correctly.
Also there is a small icon in the unit panel when a unit is available for helo transport that looks...surprise, surprise...like a helicopter...[;)] Clicking on that will embark the unit as well. On a personal sidenote, I had completely overlooked that little icon for years, until it came time to rewrite the manual. I never even noticed it.

ORIGINAL: Veers

5) Move that unit to where you want it to go. Note, if you select a different unit before mving thr one you have being transported by helos it will disembark, using half its MPs and the helo air lift.
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Veers
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RE: Transport Helo's, etc.

Post by Veers »

I hate you.
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Veers
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RE: Transport Helo's, etc.

Post by Veers »

[:D]
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Veers
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RE: Transport Helo's, etc.

Post by Veers »

[blockquote]
This is important. Not only your transport helo units, but all unit that have transport helos assigned to them, regardless of unit icon type, will provide transport points, if eligible to do so. After they've provided them, the units have their remaining MPs set to Zero.

Cool
 
Partial use will set to zero, but the unused carrying capacity is still available for other units within 200 Km of the providing unit.
Also cool.
 
 [/blockquote]
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Boonierat
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RE: Transport Helo's, etc.

Post by Boonierat »

ORIGINAL: JAMiAM

Transport points for all providing units within 200 Km of the transported unit's embarkation point are pooled. Depending on the size of the unit being transported and the individual carrying capacities of the providing units, some, or all of them will be counted as used, and MPs set to zero on the providing units. Partial use will set to zero, but the unused carrying capacity is still available for other units within 200 Km of the providing unit.

James, what happens if I reduce the range of the helicopter transport points by half? does units that draw from it will have their airmobile range halved as well?
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Boonierat
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RE: Transport Helo's, etc.

Post by Boonierat »

Hmm nevermind, can't be changed in the BioEd, mixed it up with the bombardement range [:D]
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JAMiAM
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RE: Transport Helo's, etc.

Post by JAMiAM »

ORIGINAL: Veers

I hate you.
LoL...you did a great job of organizing the salient issues. I just figured I'd give you a hand by expanding on them...[;)]
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Shawmut
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RE: Transport Helo's, etc.

Post by Shawmut »

Thanks.  I'll go throught the drill and believe my units and gear get from point to point.  Original message may have been duplicated as I didn't gget this response thread via email.
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sapper32
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RE: Transport Helo's, etc.

Post by sapper32 »

Have had the same problem and could see no reason for it,i moved other US Airmobile units no problemo but other just didnt want to get on the damn chopper???
The battle of Medjerda is almost forgotten,but was fought against highly disciplined German troops and blasted a route straight to Tunis it was a perfect infiltration battle and should be remembered as the best fought British battle of the war.
JAMiAM
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RE: Transport Helo's, etc.

Post by JAMiAM »

ORIGINAL: sapper32

Have had the same problem and could see no reason for it,i moved other US Airmobile units no problemo but other just didnt want to get on the damn chopper???
Then it sounds like you used all* of your available transport capacity within 200 Km of the unit you intended on moving.



* or enough of it so that the remaining capacity in range of the unit was less than its weight.
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sapper32
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RE: Transport Helo's, etc.

Post by sapper32 »

I moved entire aircav units after that one,maybe it was a HQ unit is there anything to stop me dropping off a HQ unit near a enemy controled hex ???
The battle of Medjerda is almost forgotten,but was fought against highly disciplined German troops and blasted a route straight to Tunis it was a perfect infiltration battle and should be remembered as the best fought British battle of the war.
JAMiAM
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RE: Transport Helo's, etc.

Post by JAMiAM »

ORIGINAL: sapper32

I moved entire aircav units after that one,maybe it was a HQ unit is there anything to stop me dropping off a HQ unit near a enemy controled hex ???
Ahh...yes. As in airdrops, you cannot airmobile an HQ, or artillery, into an enemy owned hex. You will first need to secure the LZ with a non-ranged combat unit.
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sapper32
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RE: Transport Helo's, etc.

Post by sapper32 »

Cheers i think that has solved that one for me,bloody remfs
The battle of Medjerda is almost forgotten,but was fought against highly disciplined German troops and blasted a route straight to Tunis it was a perfect infiltration battle and should be remembered as the best fought British battle of the war.
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Shawmut
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RE: Transport Helo's, etc.

Post by Shawmut »

OK.  For the second night in a row I'll read (and parse) 11.6.  As it is now I feel like Barnums 'sucker born every minute' and I wake up to the same reality every time I approach these damn whirly-birds.
Right now, they serve as a reality - like the American Media.  I just send them to a conflict point so they can take great pride and scoff at their own units being killed (because they hogged the useless transports). I can just hear them saying, I acted smart or else I'd be in Iraq. Cute little icons though.  (Maybe they could serve as battle tour wagons.)
I will keep trying to grasp this - - just to PO those who are laughing.
"Power currupts".... But someone must govern!
JAMiAM
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RE: Transport Helo's, etc.

Post by JAMiAM »

ORIGINAL: Shawmut

OK.  For the second night in a row I'll read (and parse) 11.6.  As it is now I feel like Barnums 'sucker born every minute' and I wake up to the same reality every time I approach these damn whirly-birds.
Right now, they serve as a reality - like the American Media.  I just send them to a conflict point so they can take great pride and scoff at their own units being killed (because they hogged the useless transports). I can just hear them saying, I acted smart or else I'd be in Iraq. Cute little icons though.  (Maybe they could serve as battle tour wagons.)
I will keep trying to grasp this - - just to PO those who are laughing.
Keep in mind that if you move the transport helos on turn n, you must wait until turn n+1 to use them to transport units.
Erik2
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RE: Transport Helo's, etc.

Post by Erik2 »

ORIGINAL: JAMiAM

ORIGINAL: sapper32

I moved entire aircav units after that one,maybe it was a HQ unit is there anything to stop me dropping off a HQ unit near a enemy controled hex ???
Ahh...yes. As in airdrops, you cannot airmobile an HQ, or artillery, into an enemy owned hex. You will first need to secure the LZ with a non-ranged combat unit.

The funny thing is that you can move a HQ around in enemy territory on a recon mission and after the movement points are spent it will return to its original location. The spotted enemy units remain spotted.
But can't move the helicopter unit by itself onto enemy territory.
This is inconsistent, but one could use this to create recon air units although with a 200km max range.

Edit: Also, the helicopter may fly through enemy territory if the end location is either sea or friendly
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