SeaLift Capability for a turn

The sequel of the legendary wargame with a complete graphics and interface overhaul, major new gameplay and design features such as full naval combat modelling, improved supply handling, numerous increases to scenario parameters to better support large scenarios, and integrated PBEM++.
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trutyjoh
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Joined: Tue Mar 31, 2020 3:07 pm

SeaLift Capability for a turn

Post by trutyjoh »

Playing Bitter Victory (Sicily) as the Allies against the computer. original invasions fine ... all units embarked ... landed ... all is good

In latter turns (3 in this case) Could not load all my available units- I assume this is because I didn't have sufficient sealift capability... Now On turn six and I would like to know how much lift capability I have so that I can choose what units to lift (assuming its a weight thing??? any Help?
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Hellen_slith
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RE: SeaLift Capability for a turn

Post by Hellen_slith »

the number of transport points available to you (whether for rail, sea, air) is listed in the "Situation Briefing" on the third page of the briefing

do "View ---> Situation Briefing" and it is listed on the third page of the briefing:


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Hellen_slith
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RE: SeaLift Capability for a turn

Post by Hellen_slith »

Also, easy way to see how much a unit costs, and capacity available,

is to click on the unit, then, in the unit window (upper right of screen)

hover the mouse finger thing over the ship icon;
if you have popup enabled, it will show the popup and the cost / availability is shown.

Also, it is shown at bottom of screen (in the "line info" panel.

example below

then, if you decide to embark that unit, just left click on the little ship icon


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trutyjoh
Posts: 19
Joined: Tue Mar 31, 2020 3:07 pm

RE: SeaLift Capability for a turn

Post by trutyjoh »

Thanks for the help... another question?

What do the division base units do? just a mobile source of supply. I assume that they must also trace a source of supply back to some thing...

\Thanks
John
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Hellen_slith
Posts: 2009
Joined: Mon Oct 10, 2005 6:46 pm

RE: SeaLift Capability for a turn

Post by Hellen_slith »

I don't see anything in the scenario notes about the base units ... but I noted that the scene is marked as "PBEM Only". Maybe I have an older version?
Or do you set the AI "on the fly" during the game, using the little "enable" button and making it go?
trutyjoh
Posts: 19
Joined: Tue Mar 31, 2020 3:07 pm

RE: SeaLift Capability for a turn

Post by trutyjoh »

Thanks for the reply... No Ai set at the beginning of the scenario and I don't change it. These units are marked as supply units and are fairly powerful. they tend to slip away during combat, unless surrounded... , Both sides have them but aside from a supply source (are they independent, or must they trace a LOS ...) not sure of there value or I should use them...
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