Naval transport capacity?

Gary Grigsby’s War in the West 1943-45 is the most ambitious and detailed computer wargame on the Western Front of World War II ever made. Starting with the Summer 1943 invasions of Sicily and Italy and proceeding through the invasions of France and the drive into Germany, War in the West brings you all the Allied campaigns in Western Europe and the capability to re-fight the Western Front according to your plan.

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Hoggorm
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Naval transport capacity?

Post by Hoggorm »

Hello,

When I try to transport a Division by sea. Trying to ship the whole division I get the message that I do not have enough point to ship it. So I split the division up into three brigades.

Now two of the three ship fine, but the last will not.

I can, however, still ship other brigades from other divisions.

So how can I see how much shipping points I need, how much I have available, and how can I get more?

Thank you!
cfulbright
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RE: Naval transport capacity?

Post by cfulbright »

What port are you shipping from, and what is the capacity/size of the port?

Cary
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Hoggorm
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RE: Naval transport capacity?

Post by Hoggorm »

I tried from the port of Mahdia in Africa, and I do not know the capacity or size of the port (how can I tell..?)
cfulbright
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RE: Naval transport capacity?

Post by cfulbright »

Mahdia is a size 1 port, the smallest. It would be better to move your unit to Sousse, which is a size 2 port, or even rail move it to Tunis, which is a size 6 port.

You can see the size by hovering the cursor over the port, or also in the Commander's Report/Locations tab/Industry tab.

Cary



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Hoggorm
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RE: Naval transport capacity?

Post by Hoggorm »

Thank you Cary!

I see the difference now :)

Can I see how many brigades (or divisions) a given port can handle? Trying to unload at Sicily I see that the ports there can accept even fewer shipments. Is there a given number each turn (i.e 1) or is it based on something else?
cfulbright
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RE: Naval transport capacity?

Post by cfulbright »

There's an explanation in the manual that explains the variables of 1) the unit's Transport Cost, 2) the port size, 3) the damage to the port, and 4) number of ships available, and that goes for both loading and unloading. I tend to just move units to larger ports the turn before or turn of loading.

The other thing is, you generally can unload most (but not all) of your units on an invasion beach that does NOT have a city or port in it already, whereas if you try to land them at an existing port, the port's damage limits the size and number of units you can unload, even if it is an invasion hex. I disagree with that rule, as an invasion beach is an invasion beach, even if the port of Siracusa is a mile or two down the shore.

Cary
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Hoggorm
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RE: Naval transport capacity?

Post by Hoggorm »

Thank you again Cary!

I will try to find the relevant information in the manual. It is just so much rules and information. It is difficult to know what is important and not when getting startes.

I would have to agree with you that it seem a bit strange if a naval invasjon would be faster than using a port one controls.
GloriousRuse
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RE: Naval transport capacity?

Post by GloriousRuse »

So, the invasion beaches...while they should be a bit more constrained...aren't free. Coming ashore takes a bite out of the elements in every unit that does so. The worse the weather, the worse the bite. Port unloads are actual proper unloading that don't cost you.
cfulbright
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RE: Naval transport capacity?

Post by cfulbright »

Yes, but I'd rather unload three infantry divisions and let them walk a few hexes then only be able to unload one.

Or be able to unload an Army HQ with attached support units v. not.

Cary
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