transportfleets

Gary Grigsby's World At War gives you the chance to really run a world war. History is yours to write and things may turn out differently. The Western Allies may be conquered by Germany, or Japan may defeat China. With you at the controls, leading the fates of nations and alliances. Take command in this dynamic turn-based game and test strategies that long-past generals and world leaders could only dream of. Now anything is possible in this new strategic offering from Matrix Games and 2 by 3 Games.

Moderators: Joel Billings, JanSorensen

Post Reply
Spinoza
Posts: 36
Joined: Fri Jul 23, 2004 11:54 am

transportfleets

Post by Spinoza »

I place 3 transportfleets in the adriatic sea and the next turn or same turn i load them with tanks and infantry. Next turn, i never can move my fleets to the Malta-area, although i have other heavy fleets in it. What am i missing ??
User avatar
Paul Vebber
Posts: 5342
Joined: Wed Mar 29, 2000 4:00 pm
Location: Portsmouth RI
Contact:

RE: transportfleets

Post by Paul Vebber »

The way to think about transports is not as units you "load up with units, then move them" but more as a "railroad at sea".

each transport fleet has a 'throughput' based on the settings (usually 30 if you are playing withe 100% transport and advanced supply) so if you have a transport in every area between where the units you want to invade with and the area you want to invade, then each unit will use 5 of the 'throughput' (10 if its a tank). Now in an area adjacent to the area you want to invade, its not the throughput value that matters, but the Amphib value (usually 3 per fleet except for the Japanese). You need 5 amphib value for each unit invading (10 for a tank - I never use tanks to invade - they may not be able to - I bring them in as reinforcements once I establish a beach head).

So say to invade Malta, you put 4 Italian transport fleets in the central med - that is 12 amphib and 120 tranport throughput - so you can invade with two units. You must kill the artillery with air BEFORE you invade or you will get shreddded in your transports coming ashore by it.

Once you kill the arty, two inf and shore bombardment and a couple air units should have no problem killing the inf and Flak. On rare occasions the inf and flak ill both hit - to guard against that you can use the paratroops to add a third unit 9or build an extra transport so you have 5 and can transport 3 units withthe 15 amphib value they have) so you still have one, if you get unlucky and both invading inf are killed. You want to ensure you have two air and two naval attacking with you, or you could fial to take out the infantry. The flak can be pushed out by a single attacker, but if the infantry survies in a fort it takes three inf to dislofdge it and take the fortress.

If you are invading more remote areas you only need the "big gaggle" of tranports adjacent to teh area being invaded - not in every areea along the way - regular transport capacity works to get your invading forces tot eh "assembly area" adjacent to the place being invaded. It is there (and only there) you need the Amphib capacity to land you force. You can still use teh transport capacity of that fleet to bring in reinforcements after you win.
Spinoza
Posts: 36
Joined: Fri Jul 23, 2004 11:54 am

RE: transportfleets

Post by Spinoza »

In fact, i just want to put german tanks and infantery to Algeria
User avatar
Paul Vebber
Posts: 5342
Joined: Wed Mar 29, 2000 4:00 pm
Location: Portsmouth RI
Contact:

RE: transportfleets

Post by Paul Vebber »

AHHH Sorry - IN that case you just need a chain of transports that connect the area with your tanks and infantry and ends adjacent to Algeria. Then you just select the unit you want to move and the destination and a line of blue arrows will indicate strategic movement will get them there. Click on the destination area and they will "follow the chain" and arrive there.

Post Reply

Return to “Gary Grigsby's World at War”