Trains, another concept missing from da manual

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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mantrain
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Trains, another concept missing from da manual

Post by mantrain »

just not sure how to use trains. I will be the flying Dutchman if someone can point me to an adequate explanation in the manual. I will be the Fat LAdy of you can show me where in the Wiki it is.
Otherwise, one's generosity in touching up explanation on how to utilize, seriously appreciated!

Generally I just build them in the Capital, and sometimes in smaller cities. not sure what more to do. Thanks again.
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budd
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RE: Trains, another concept missing from da manual

Post by budd »

They increase your land cap for transfers and they dont use oil.Only move on roads/rail.
budd
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Rosseau
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RE: Trains, another concept missing from da manual

Post by Rosseau »

Do they have any affect on unit supply?
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budd
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RE: Trains, another concept missing from da manual

Post by budd »

supply at the begining of the turn is free but limited to the 250 ap range of the HQ. trains help with manual supply transfer, again no oil usage.
budd
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
mantrain
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RE: Trains, another concept missing from da manual

Post by mantrain »

Where and how do you place the bloody things?
Rosseau
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RE: Trains, another concept missing from da manual

Post by Rosseau »

I see that a HQ with trains has rail capacity points to strategically move units. What do you mean by "manual supply transfer?" Can players transfer supply manually? I thought it was always automatic.

Automatic or not, I assume a HQ with 10 trains will supply it's units better than one without them.

Thanks Budd. I'm still coming to grips with this (great) game.

Maintrain-- I put my trains with my top HQ.
lancer
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RE: Trains, another concept missing from da manual

Post by lancer »

G'day,

Pretty sure that trains can't be used to manually transfer supply. Have to use trucks for this.

Been trying to do exactly that in my current game and it won't let me so either a bug or by design.

Cheers,
Lancer
Grymme
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RE: Trains, another concept missing from da manual

Post by Grymme »

Rosseau. Players can transfer supply manually, just like you transfer troops. This can be very usefull if you know for example that a HQ will not get production for a while you can transfer in a couple of 1000 supply and it will be ok anyway (for an invasionforce for example). Another trick is to use an HQ with some cargoships to use NAVCAP and manually transfer supply to a fleet at sea so it doesnt have to go to port and resupply.
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budd
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RE: Trains, another concept missing from da manual

Post by budd »

I'm still coming to grips with this (great) game.
yea me too i'm on my 4th random game, first were on small maps starting between 2 or 3 Ai's ...i got declared war on and took a beating quickly....on medium maps now and you get a few more opening turns before the ai declares on you.

as i understand it you only transfer supplies manually between HQ's and as long as your transfering on a road/rail net trains are used, it's just like units, using landcap.when you transfer HQ to HQ supply will be an option in the transfer from box. I tried to transfer supply to non-hq's but supplies don't come up in the transfer window as an option, maybe it's own HQ can transfer supplies to it's own units[think i was trying from the supreme HQ, will have to try it]. I put trains in all HQ's that are going to stay on the road/rail net if i can. Trucks i believe you need to get supply when off the road/rail net, horses don't supply. i'd like to see trucks carry supply and have a supply radius, but you can just make an HQ ,load it with trucks and manually transfer alot of supply from the supreme while on road/rail net, and then take your spearhead off road, which is what i do now.
Enjoy when you can, and endure when you must. ~Johann Wolfgang von Goethe

"Be Yourself; Everyone else is already taken" ~Oscar Wilde

*I'm in the Wargamer middle ground*
I don't buy all the wargames I want, I just buy more than I need.
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henri51
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RE: Trains, another concept missing from da manual

Post by henri51 »

Trains can transfer supplies, but only along rail lines (both HQ and receptor have to be on rails). Trains can also carry units and supplies along railroads, but are usually not used this way. Note that supplies transferred during the automatic move don not cost any landcap.

Trains are the primary way to maintain high landcap, because they use no fuel, so you will usually find the main HQ on a railroad with a lot of trains.Making a lot of trucks early in the game is a good way to run out of fuel. You will probably find that having a large mechanized army is impossible due to fuel limits, and I move most of my units around with horses, as the Germans did in real life. As mentioned elsewhere, in my large map AAR, I am burning over 20,000 fuel per turn despite having most of my armies horse-drawn.

In the early game, I usually send out the first infantry units out in trains to grab as many cities and resources as possible at a low cost in fuel.

Henri
lancer
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RE: Trains, another concept missing from da manual

Post by lancer »

G'day,

Went back to my save game and checked this once more.
Trains can transfer supplies, but only along rail lines (both HQ and receptor have to be on rails).

I stand corrected. You definitely can manually transfer supplies along the tracks with rail.

Cheers,
Lancer
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