Ship trouble

Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.

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Blackjak
Posts: 16
Joined: Mon Jun 07, 2004 8:05 pm

Ship trouble

Post by Blackjak »

I recently started a random map. Im on a small island, first thing i did was make cargo ships infantry and destroyers. Im able to make a new unit for my riffles but the cargo ships and the destroyers cant be xfered out of my hq. it keeps saying impossible. my hq is in the town which is the port. and it shows the 4x destroyers and 4x cargo ships in the hq unit..how the heck do i get the out to sea. also, is it correct that u dont use cargo ships to transport unites over seas? if so, how do i get my riflemen to the other island. i know i can make airborn but that wont solve all my problems.
seille
Posts: 2048
Joined: Tue Jun 19, 2007 8:25 am
Location: Germany

RE: Ship trouble

Post by seille »

You have to build a new unit in the port (same hex as the HQ including the ships is), then transfer the ships to the new unit.
Next turn you can move the ships.
If you have no HQ in the produccing location the ships will simply arrive in a existing ground unit and you have to move out.
Not sure what happens when in the producing location is no HQ or unit. Never tried this. In most games it´s no good idea to have
unguarded coastal cities.
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Zaratoughda
Posts: 714
Joined: Sat Nov 15, 2008 4:00 pm
Location: NE Pa, USA

RE: Ship trouble

Post by Zaratoughda »

If a ship comes in a port where there is no unit.... the game will create a unit in that hex and put the ship in it.... assuming you have a PP to be spent... which will be subtracted. If no PP the ship will not come in untill you have a unit in that hex or a PP to be spent.

If a ship comes in in a hex with a unit..... if you transfer the other formation out you can then move the ship IN THE TURN IT COMES IN.

Or...... if you have a hex with no unit where a ship is gonna come in the next turn and you build an empty unit in that hex.... the ship will be put in that empty unit and you can MOVE IT IN THE TURN IT COMES IN.

I do this all the time... better to be able to move the ship that comes in on the turn it comes in than to have it sit there for a turn.

Some times, there is a unit with a figther in it that is doing recon... and the ship gets put in the same unit. I then do the recon with the fighter and then transfer it to another unit and then move the ship out in the same turn.

Zaratoughda
Blackjak
Posts: 16
Joined: Mon Jun 07, 2004 8:05 pm

RE: Ship trouble

Post by Blackjak »

thanks for the information. I thought i had some harbor problem or somehting lol. I started a new game while waiting on your information and i accadiently figured out what i was doing wrong after i created a couple of infantry units. thanks for you help. im liking the game quite a bit. was hoping to find a wargame while waiting on HoI 3 and this looks like a good one.
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