AGCs

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spence
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AGCs

Post by spence »

Some HQs are quite large such that they won't fit on a single ship. Is it necessary that an entire HQ be loaded on multiple ships in order that the amphibious force gain the advantage accorded to it in an amphibious assault.
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Nomad
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RE: AGCs

Post by Nomad »

Only the Amphibious Force HQs need to be loaded on AGCs and they should all fit with no problem. I have never had any problem putting them on an AGC.
spence
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RE: AGCs

Post by spence »

Having served on a couple of those AGCs: CGC Duane (invasion of Southern France) and CGC Bibb (invasion of Okinawa) its pretty hard to imagine fitting a Corps HQ onto one of those ships unless a lot of the clerks, radio operators, officers slept out under the stars and in the engine room bilges and shaft alley. Just sayin.
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Nomad
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RE: AGCs

Post by Nomad »

How stupid am I. I thought you wanted to know how to do something in the game. Just put any HQ on your AGC and sail away, far away.
spence
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RE: AGCs

Post by spence »

Actually I was mostly curious if I was doing things right in the game (guess so). But reflecting on my old alma maters I was thinking maybe not.
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CaptBeefheart
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RE: AGCs

Post by CaptBeefheart »

You should only load Amphibious Force HQs on AGCs and yes, one whole one will fit on a ship. Use other ships for your corps or army HQs (APAs, xAPs, etc.).

Cheers,
CB
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RangerJoe
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RE: AGCs

Post by RangerJoe »

Remember that this is a game simulation and not an historical one . . .
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I'm not a complete idiot, some parts are missing! :o

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spence
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RE: AGCs

Post by spence »

All of the surviving Treasury Class Coast Guard Cutters enter the game in late 44/early 45 (except CGC Duane) with a troop capacity of 900. The Amphib Corps HQs have a troop size of over 1500 so they won't fit on any of the CG AGCs. It's really hard to imagine fitting 900 "troop points" (in addition to the crew) onto one of these ships.
LGKMAS
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RE: AGCs

Post by LGKMAS »

You are talking about two different class of ship. Coast Guard cutters are NOT AGC. an AGC in the game and as classified in WW2 is an Amphibious Force Flagship, such as Blue Ridge and Mount McKinley. They were about 7500 tons
Coast Guard Cutters are about 1800 tons, and their classications/type code was WPG. Hence an AGC is easily able to load an Amphibious Force HQ. Hence your confusion!
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Nomad
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RE: AGCs

Post by Nomad »

ORIGINAL: spence

All of the surviving Treasury Class Coast Guard Cutters enter the game in late 44/early 45 (except CGC Duane) with a troop capacity of 900. The Amphib Corps HQs have a troop size of over 1500 so they won't fit on any of the CG AGCs. It's really hard to imagine fitting 900 "troop points" (in addition to the crew) onto one of these ships.

While there are 4 Treasury Class AGCs, there are 10 Blue Ridge Class AGCs.
You do know that an AGC without any HQ loaded will assist the unloading of an
amphibious TF, don't you?

If not, read this thread, post #12. https://www.matrixgames.com/forums/tm.a ... C&%2365533;
spence
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RE: AGCs

Post by spence »

You are talking about two different class of ship. Coast Guard cutters are NOT AGC. an AGC in the game and as classified in WW2 is an Amphibious Force Flagship, such as Blue Ridge and Mount McKinley. They were about 7500 tons
Coast Guard Cutters are about 1800 tons, and their classications/type code was WPG. Hence an AGC is easily able to load an Amphibious Force HQ. Hence your confusion!

The 327' Treasury Class CG cutters spent most of WW2 escorting convoys as WPGs in the Atlantic (except for CGC Taney which started WW2 as part of one of the Desrons (same one as USS Ward) in Pearl Harbor). In any case all of them (save CGC Duane) enter the game in late 1944 or early 1945 as AGCs (CGC Duane was already an AGC in the Atlantic Theater and might have been sent to the Pacific had the need arisen).

There is no way that the 327' Treasury Class (~2500 tons - bigger than almost all pre-war destroyers) could have physically fit an amphib corps HQ. It is interesting that one can get away with that in the game but I didn't know that an any AGC can help unload an Amphib TF.

So does that assistance depend on how many AGCs are present in the hex (in the game)?


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CaptBeefheart
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RE: AGCs

Post by CaptBeefheart »

ORIGINAL: spence

The Amphib Corps HQs have a troop size of over 1500 so they won't fit on any of the CG AGCs. It's really hard to imagine fitting 900 "troop points" (in addition to the crew) onto one of these ships.

Amphibious Corps HQ does not equal Amphibious Force HQ. Two very different units. The latter fits on an AGC quite nicely, whatever the class of AGC.

Cheers,
CB
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Sardaukar
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RE: AGCs

Post by Sardaukar »

Indeed.

Amphibious Corps HQ is just normal Corps HQ.

It is the Amphibious Force HQ you want on AGC to get extra benefit.

These are dedicated units to control and handle amphibious landings.
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spence
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RE: AGCs

Post by spence »

Amphibious Corps HQ does not equal Amphibious Force HQ. Two very different units. The latter fits on an AGC quite nicely, whatever the class of AGC.

III and V Amphibious FORCE HQs have a load cost of 2160. The Treasury Class cutters have a Troop Capacity of 900 so it is obvious that Amphib FORCE HQs can't fit on those cutters (or even 2).
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Lokasenna
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RE: AGCs

Post by Lokasenna »

ORIGINAL: spence
Amphibious Corps HQ does not equal Amphibious Force HQ. Two very different units. The latter fits on an AGC quite nicely, whatever the class of AGC.

III and V Amphibious FORCE HQs have a load cost of 2160. The Treasury Class cutters have a Troop Capacity of 900 so it is obvious that Amphib FORCE HQs can't fit on those cutters (or even 2).

Well, you can still use them as regular AGCs, which provide benefits even without the Amph Force HQ onboard.
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