Amphibious transport turn limit

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ivanov
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Amphibious transport turn limit

Post by ivanov »

Is there any limit of how may units per turn can be loaded into amphibious transports? I'm trying to launch See Lion ( no amph tech researched ). In the previous turn I loaded two units into amph and I can't seem to be able to load more units during the current turn. If I remember correctly from SC2, the amph tech was affecting the movement distance only but you could load as many units as you wanted, as long as you had enough of cash.

Oh and BTW I'm playing Fall Weiss II.
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thekman
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RE: Amphibious transport turn limit

Post by thekman »

There is a limit, but I am curious how the whole system works. I know each country can only have a limited amount of transports, amphib's and long range amphibs. But I put 3 UK in Amphib (my max), landed them and thought I could put 3 more in Amphib status, but still can't. I thought maybe I would have to wait a turn, but my us ones landed the turn before and I couldn't do anymore with them either. So how long does the limit last? I know you can research (I believe Amphib) to increase the limits. But one or two more are not going to help me if I can't land more after the initial wave. What am I missing?

I couldn't even imagine trying a sea lion with the way this is set up right now.
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sPzAbt653
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RE: Amphibious transport turn limit

Post by sPzAbt653 »

When you Right Click on an eligible unit you will see how many Transports and Amphibs you have available. In the case below, there is one Transport and one Amphib available, but no Long Range Amphibs. In the case below, if the one Amphib is loaded, another one will not become available until the turn after that one is unloaded, or if Researh increases the number of builds.

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ivanov
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RE: Amphibious transport turn limit

Post by ivanov »

ORIGINAL: sPzAbt653

When you Right Click on an eligible unit you will see how many Transports and Amphibs you have available. In the case below, there is one Transport and one Amphib available, but no Long Range Amphibs. In the case below, if the one Amphib is loaded, another one will not become available until the turn after that one is unloaded, or if Researh increases the number of builds.

I've noticed that too. If I'm not mistaken, manual doesn't explain what is the amph turn limit in the relation to the amph tech. It seems that tech 0 amh, means max two units in amph transports per turn.
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thekman
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RE: Amphibious transport turn limit

Post by thekman »

yes, thanks. I kept right clicking to see if I could transport another, and it was still at zero. Finally on my last turn it said one. So I believe you are correct it is a turn later after landing. Guess that is the time it takes for the "invisible" transports to return to port to pick up another batch of soldiers. I guess that makes sense. Better invest in tech to get that limit increased.
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Markiss
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RE: Amphibious transport turn limit

Post by Markiss »

I suppose we are lucky they don't make us drive the transports all the way back to the new location, as reality would demand. They just magically appear where ever you need them, even if you do have to wait until the next turn.
And buying up Amphibious warfare not only results in having more transports, it increases the attack value of the transport. Just try attacking a unit on the coast with a level 5 anphib. They are devastating. Meet Mr. Landing Craft Medium(Rocket). It can be quite a shock to someone who hasn't seen them before.
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