Transports refuse to finish unload
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MadDogMurdock
- Posts: 9
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Transports refuse to finish unload
I have had this problem many times and have not figured it out.
I create a transport convoy and when it reaches the destination SOME of the troops deploy fully and some deploy partially, but sometimes there will be a unit or two that refuse to fully debark. This leaves me with part of the unit stuck on the ship and part of the unit on the land. They can be in this state for the rest of the game.
Any ideas what to do when this happens so that I can get use of the ships back, and have the full sized unit available on land?
Thanks
I create a transport convoy and when it reaches the destination SOME of the troops deploy fully and some deploy partially, but sometimes there will be a unit or two that refuse to fully debark. This leaves me with part of the unit stuck on the ship and part of the unit on the land. They can be in this state for the rest of the game.
Any ideas what to do when this happens so that I can get use of the ships back, and have the full sized unit available on land?
Thanks
RE: Transports refuse to finish unload
What devices are left on the ship? Some devices require naval support to unload. What is the port size? Need more information....GP
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RE: Transports refuse to finish unload
I am no expert but I have run into situations where a unit might have some "devices" like sound detectors, radar units, heavy artillery or coastal guns or even motorized support that take quite a long time to unload. Especially true with undocked xAKs in small ports with little or no extra naval support.
Wex
Wex
- geofflambert
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RE: Transports refuse to finish unload
What WEXF said except if the port isn't big enough no amount of time will get those devices unloaded. It's the corollary of you can't rearm some ships if the port isn't big enough. This can also happen with transporting units by air. If the planes can't handle the device it'll be left behind.
RE: Transports refuse to finish unload
So True. I currently have 2 sound detectors on an undocked AP (10,040T) and a 7" CD Gun on a docked xAKL (1600T) at Johnston Is. The port is level 1 but is building to level 2 (78% complete). No separate naval support and both ships have been unable to unload the cargo for a number of days. I am waiting to see if things change when the port reaches level 2.
Learning all the time!
WEXF
Learning all the time!
WEXF
RE: Transports refuse to finish unload
Take the devices to a bigger port and unload them. Load them on a ship smaller than 6000 tons displacement. Try to deliver them when the Port is level 2 and you have docked the ship. Else bring in a BF will lots of naval support.ORIGINAL: WEXF
So True. I currently have 2 sound detectors on an undocked AP (10,040T) and a 7" CD Gun on a docked xAKL (1600T) at Johnston Is. The port is level 1 but is building to level 2 (78% complete). No separate naval support and both ships have been unable to unload the cargo for a number of days. I am waiting to see if things change when the port reaches level 2.
Learning all the time!
WEXF
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
RE: Transports refuse to finish unload
Another option is to take them back to Pearl, and put them on an LST in an amphibious TF.
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Ambassador
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RE: Transports refuse to finish unload
This.ORIGINAL: Ian R
Another option is to take them back to Pearl, and put them on an LST in an amphibious TF.
In small bases, it usually is easier to bring supplies or LCU through Amphibious TF. This type of TF is not for amphibious assaults only. I usually do that for any Port size 3 or lower.
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MadDogMurdock
- Posts: 9
- Joined: Mon Feb 20, 2017 8:45 pm
RE: Transports refuse to finish unload
Thanks for your help. The port is Victoria point, size 3 (and growing).
I would bet that you have accurately diagnosed the issue, how do I tell what is still on the ships (other than the unit name)?
I would bet that you have accurately diagnosed the issue, how do I tell what is still on the ships (other than the unit name)?
RE: Transports refuse to finish unload
Click on the ship, then on the passenger and it will show you what is loaded on that ship.
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RE: Transports refuse to finish unload
ORIGINAL: Ambassador
This.ORIGINAL: Ian R
Another option is to take them back to Pearl, and put them on an LST in an amphibious TF.
In small bases, it usually is easier to bring supplies or LCU through Amphibious TF. This type of TF is not for amphibious assaults only. I usually do that for any Port size 3 or lower.
Yes - and you don't actually need an LST to go over the beach - an AKA or AK will do (but not an xAK), particularly if it can dock.
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- HansBolter
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RE: Transports refuse to finish unload
NEVER, EVER, EVER use a Transport TF to deliver units to a level 1 port.
ALWAYS use an Amphibious TF.
p.s. on second thought....if what is being transported has no motorized transport and no heavy equipment a Transport TF is probably OK.
The main point to remember is that a level 1 port is one very minor step above 'nothing here but potential...ie...a dot base'.
Level 1 ports likely have small wooden docks with no cranes worth mentioning.
ALWAYS use an Amphibious TF.
p.s. on second thought....if what is being transported has no motorized transport and no heavy equipment a Transport TF is probably OK.
The main point to remember is that a level 1 port is one very minor step above 'nothing here but potential...ie...a dot base'.
Level 1 ports likely have small wooden docks with no cranes worth mentioning.
Hans
- geofflambert
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RE: Transports refuse to finish unload
Motorized support can get stuck, as well as detectors and artillery.
RE: Transports refuse to finish unload
Last summer I started developing my own method for staying ahead of the "AE logistics curve" when it comes to cargo ships and all the who, what, when, where and how much questions arise. It is one of your biggest tasks if not THE biggest when playing as Allies.
So I decided to modify Kull's AE Allied Setup Spreadsheet last fall by adding my own cargo ship minimum port size in column K and a designation for what I call "Dual Cargo" ships (both supply and fuel capacity) in column G.
Here is a pic of the Tjilatjap, Java portion of it:

First, in column G you can see in the heading "Cargo: Supply & Fuel" and all I have done is use the common color of creme to highlight the Unit Model/Type data, such as Euro L Cargo, etc. You can quickly see that both of the Euro L Cargo ships in Tjilatjap, Java need a port of size 2 minimum to dock for loading and unloading.
Second, in column K, denoted by the creme color, where "n" is the size port + the ship can be docked. This helps me quickly scan the spreadsheet page and determine which ships are best suited for certain jobs. Obviously as HansB points out, you would not want to send a ship that can't dock at a Size 1 port (6000t max ship/6000t total ships), etc. on those missions, as they would have to try to unload direct to the beach. It can be done, but it is VERY slow (Max cargo tonnage/day at Size 0=100t, compared to Size 1=2500t, Size 2=6250t, etc.
Obviously there are no zeros in the K column because docks do not exist at dot base or size 0 base harbors. Historically, the USN used Funafuti atoll lagoon as a staging area, but they had to bring up scores of lighters (barges w/ winches, etc.) in order to make it all work at all.
Another aspect one must consider is when transporting troops from the west coast to the south pacific, you need to keep your destination port sizes in mind. This can easily dissolve into a point where hardly any of your bigger USN transports or civilian counterparts are going to be able to dock at Pago Pago or Noumea (size 2). Only Suva has a size 3 port that handles up to a 12000t ship/max ships 24000t. In certain cases you won't have much choice. The troops are already loaded and that taskforce is enroute. You can reorganize it to some degree, or take the nuclear option and send the TF to a large port, unload everything and then reload it. This is another example of what happened in Wellington historically.
As mentioned previously, Naval Support is crucial to unloading heavier equipment. You must get acquainted with all the different Base Force units and figure out how many are Engineer, Aviation and Naval support or some combination of all three. It obviously won't do you any good to send a Base Force to a site that you intend to build up with both port and airfields if it doesn't have all three. You can send multiple BFs to accomplish the same job of course. Amphibious TFs will be mandatory for early supply runs to dot bases you intend to expand (so that supply is waiting when the BF arrives so they can work).
Don't forget your max supply and fuel stockpile limits on the smaller islands/atolls and the spoilage effect. Again, check your available ship tonnages and locations to make wise decisions when it comes to task force composition.
One last item - early war when you lack escorts, remember that the larger a task force is, the easier it is for IJN subs to detect. Unless they are a fast group, you risk losing more ships. It is tempting to slap 8 12kt cargo ships into one TF for convenience, but it comes with a risk.
Good luck!
So I decided to modify Kull's AE Allied Setup Spreadsheet last fall by adding my own cargo ship minimum port size in column K and a designation for what I call "Dual Cargo" ships (both supply and fuel capacity) in column G.
Here is a pic of the Tjilatjap, Java portion of it:

First, in column G you can see in the heading "Cargo: Supply & Fuel" and all I have done is use the common color of creme to highlight the Unit Model/Type data, such as Euro L Cargo, etc. You can quickly see that both of the Euro L Cargo ships in Tjilatjap, Java need a port of size 2 minimum to dock for loading and unloading.
Second, in column K, denoted by the creme color, where "n" is the size port + the ship can be docked. This helps me quickly scan the spreadsheet page and determine which ships are best suited for certain jobs. Obviously as HansB points out, you would not want to send a ship that can't dock at a Size 1 port (6000t max ship/6000t total ships), etc. on those missions, as they would have to try to unload direct to the beach. It can be done, but it is VERY slow (Max cargo tonnage/day at Size 0=100t, compared to Size 1=2500t, Size 2=6250t, etc.
Obviously there are no zeros in the K column because docks do not exist at dot base or size 0 base harbors. Historically, the USN used Funafuti atoll lagoon as a staging area, but they had to bring up scores of lighters (barges w/ winches, etc.) in order to make it all work at all.
Another aspect one must consider is when transporting troops from the west coast to the south pacific, you need to keep your destination port sizes in mind. This can easily dissolve into a point where hardly any of your bigger USN transports or civilian counterparts are going to be able to dock at Pago Pago or Noumea (size 2). Only Suva has a size 3 port that handles up to a 12000t ship/max ships 24000t. In certain cases you won't have much choice. The troops are already loaded and that taskforce is enroute. You can reorganize it to some degree, or take the nuclear option and send the TF to a large port, unload everything and then reload it. This is another example of what happened in Wellington historically.
As mentioned previously, Naval Support is crucial to unloading heavier equipment. You must get acquainted with all the different Base Force units and figure out how many are Engineer, Aviation and Naval support or some combination of all three. It obviously won't do you any good to send a Base Force to a site that you intend to build up with both port and airfields if it doesn't have all three. You can send multiple BFs to accomplish the same job of course. Amphibious TFs will be mandatory for early supply runs to dot bases you intend to expand (so that supply is waiting when the BF arrives so they can work).
Don't forget your max supply and fuel stockpile limits on the smaller islands/atolls and the spoilage effect. Again, check your available ship tonnages and locations to make wise decisions when it comes to task force composition.
One last item - early war when you lack escorts, remember that the larger a task force is, the easier it is for IJN subs to detect. Unless they are a fast group, you risk losing more ships. It is tempting to slap 8 12kt cargo ships into one TF for convenience, but it comes with a risk.
Good luck!
"Chew, if only you could see what I've seen with your eyes." - Roy Batty





