Ground Units Load Factors

Share your gameplay tips, secret tactics and fabulous strategies with fellow gamers here.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

Post Reply
User avatar
scout1
Posts: 3110
Joined: Mon Aug 23, 2004 11:26 pm
Location: South Bend, In

Ground Units Load Factors

Post by scout1 »

Has been awhile for me .....

I seem to remember to quickly load ground units onto transports, there was a general rule of thumb as to the ratio of TF capacity to ground unit load values .... Seems to me it was eith 2:1 or 3:1 .....

Any help would be appreciated
User avatar
BBfanboy
Posts: 20578
Joined: Wed Aug 04, 2010 5:36 pm
Location: Winnipeg, MB
Contact:

RE: Ground Units Load Factors

Post by BBfanboy »

ORIGINAL: scout1

Has been awhile for me .....

I seem to remember to quickly load ground units onto transports, there was a general rule of thumb as to the ratio of TF capacity to ground unit load values .... Seems to me it was eith 2:1 or 3:1 .....

Any help would be appreciated
You need a higher ratio for vehicles and large equipment like guns and radars. Squads are pretty much 1:1. Make your Transport TF and select your units (in Strat mode) to load. Click on the Verify Load button and if it says it can load all the units with about 10% extra space, you should be fine.

If it says it can load them with less than 10% extra space, sometimes it will leave some of the support vehicles behind. To avoid having to form another TF for the remnants, I set the original TF to "Do Not Unload" and keep it in port until loading is complete. If parts of units have still not loaded, I start another TF to load them and then merge it with the original.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
User avatar
Lowpe
Posts: 24582
Joined: Mon Feb 25, 2013 2:25 pm

RE: Ground Units Load Factors

Post by Lowpe »

ORIGINAL: BBfanboy

ORIGINAL: scout1

Has been awhile for me .....

I seem to remember to quickly load ground units onto transports, there was a general rule of thumb as to the ratio of TF capacity to ground unit load values .... Seems to me it was eith 2:1 or 3:1 .....

Any help would be appreciated
You need a higher ratio for vehicles and large equipment like guns and radars. Squads are pretty much 1:1. Make your Transport TF and select your units (in Strat mode) to load. Click on the Verify Load button and if it says it can load all the units with about 10% extra space, you should be fine.

If it says it can load them with less than 10% extra space, sometimes it will leave some of the support vehicles behind. To avoid having to form another TF for the remnants, I set the original TF to "Do Not Unload" and keep it in port until loading is complete. If parts of units have still not loaded, I start another TF to load them and then merge it with the original.

He is Japan, so he will be loading amphibs most likely, so I ball park it using the load factors on the ground unit screen and the capacity for the task force as I am creating it. use the veryify button, and if it tells me I need more ships I back out and add a ship of my choosing and then reallocate the load across all ships. I always select do not load fuel, too, and sometimes load only troops too.


User avatar
Jorge_Stanbury
Posts: 4345
Joined: Wed Feb 29, 2012 12:57 pm
Location: Montreal

RE: Ground Units Load Factors

Post by Jorge_Stanbury »

If he is Japan and he is using xAKs or xAK-ts to transport troops, it is critical that he uses "load troops only" unless he is loading from home bases.
otherwise he risks depleting supply of places like Babeldaob or Kwajalein that start without a lot
User avatar
Lowpe
Posts: 24582
Joined: Mon Feb 25, 2013 2:25 pm

RE: Ground Units Load Factors

Post by Lowpe »

ORIGINAL: Jorge_Stanbury

If he is Japan and he is using xAKs or xAK-ts to transport troops, it is critical that he uses "load troops only" unless he is loading from home bases.
otherwise he risks depleting supply of places like Babeldaob or Kwajalein that start without a lot

But he does need to load enough for the mission.

Some players load supplies separately and then merge the task force. I usually let the task force load supplies until the task force is finished loading troops and then manually cancel the supply loading. This distributes the supplies across all ships in case something bad happens to the supply only ships.

One thing to be aware of on turn 1 for Japan is that some invasion task forces have tankers in them.
Evoken
Posts: 496
Joined: Wed Oct 23, 2019 1:51 pm

RE: Ground Units Load Factors

Post by Evoken »

Manual Page 123 , Combat load Section;
Combat Load is for all land units loaded onto Task Forces with an Amphibious or Landing Craft
mission. Land Units must be in Combat Mode. In combat load, a land unit is distributed across
as many ships as are available, in combat size units (if possible).
1. Two adjustments are made in cargo space utilization for a Combat
Load. Cargo capacity may be reduced to account for load inefficiencies
of combat load. This reduction depends on the type of ship:
» Beaching Craft load at full capacity.
» All other ships only utilize 80% of their cargo capacity,
to reflect inefficiencies of combat load

So you lose %20 efficiency in amphibious mode , if you want to pick up and carry unit in 1 go , have %20 more capacity compared to units load coast for Troop/Cargo load coast
User avatar
Jorge_Stanbury
Posts: 4345
Joined: Wed Feb 29, 2012 12:57 pm
Location: Montreal

RE: Ground Units Load Factors

Post by Jorge_Stanbury »

Yes, if he is loading on xAPs or APs it is fine to let them load, the problem comes when you try to use xAKs for small invasion, which is done either for lack of shipping (as the proper ships are busy on the big invasions) or if you know you will have heavy losses and therefore prefer to use something abundant and less useful like those small 8 knot xAKs

Issue comes when you have something like a SNLF loaded in, lets say 5 ships, each with a capacity of 300 troop + 3,000 cargo. That would be roughly enough for a SNLF, which is around 1200 troops and very little equipment
the TF will end with more than 12K supply and that can unbalance any forward base, even the better supplied bases. Worst yet, sometimes the destination is a place already filled with supply because the starting invasions (Luzon and Malaya) are bringing a lot of supply already
In this scenario it is better to have one small xAKL filled with supply, attached to the invasion or follow behind

(non magic 1st turn) invasion TFs are horribly mismatched in terms of speeds, forcing a snail pace of 8 knots. I usually take out the tankers, minesweepers, tenders out then re-arrange by speed into fast and slow TFs
User avatar
scout1
Posts: 3110
Joined: Mon Aug 23, 2004 11:26 pm
Location: South Bend, In

RE: Ground Units Load Factors

Post by scout1 »

Appreciate all the old guy reminders here ... yes, I remember loading troops only for select ships and supplies for others ...... One challenge is to have enough troop capacity as to load the entire invasion force in a single (two day) turn and not get stuck with a multi cycle load .... This is where my old guy memory reminds me to overcapacity by 2x or 3x for a single cycle load fro the division ...... I seem to remember a 15000 load Imperial division will load in a single cycle with somewhere between 2x and 3x capacity ....... Japan needs to strike quickly an often ...... The Allies have too many advantages ....
Post Reply

Return to “The War Room”