Logistics 101
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Re: Logistics 101
FG, did you leave the ship docked for more than one turn? It can take up to 3 days to unload a large device. I experienced this unloading 6" coastal guns at a small port.
Since when is their industry at Peleliu needing resources? Are you referring to supply to build forts/port/airfield? That can be unloaded from an amphibiously loaded vessel - i.e. start an amphibious TF, assign xAK or AK type vessels, dock and load supply (they will load 80% of ship capacity) and send them to the island.
Since when is their industry at Peleliu needing resources? Are you referring to supply to build forts/port/airfield? That can be unloaded from an amphibiously loaded vessel - i.e. start an amphibious TF, assign xAK or AK type vessels, dock and load supply (they will load 80% of ship capacity) and send them to the island.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Re: Logistics 101
FraunGausch, unload your resources in Babeldaob. If the code can push surplus resources to the adjacent port level 0 in Peleliu, it will do so (thousgh 500 x 0 should be 0). If not, expand the port in Peleliu to level 1, and afterwards always drop resources in Babeldaob (see manual section 9.3.3.3)
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Re: Logistics 101
BBfanboy wrote: Sun Apr 27, 2025 3:10 pm FG, did you leave the ship docked for more than one turn? It can take up to 3 days to unload a large device. I experienced this unloading 6" coastal guns at a small port.
I will wait a few days, as you say
Unload cargo option is in Orange, the cursor on it pops a message claims "Not all troops and equipment can unload on the location"
Peleliu has 3 resources and 5 Light industry. It needs 15 resources per day. Wanted to send resources for some months, just checked the "bases at minimum requirement" filterBBfanboy wrote: Sun Apr 27, 2025 3:10 pm Since when is their industry at Peleliu needing resources? Are you referring to supply to build forts/port/airfield? That can be unloaded from an amphibiously loaded vessel - i.e. start an amphibious TF, assign xAK or AK type vessels, dock and load supply (they will load 80% of ship capacity) and send them to the island.
Unload caergo options while carrying resources is not available
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Re: Logistics 101
Ok, ill do thisYaab wrote: Sun Apr 27, 2025 3:30 pm FraunGausch, unload your resources in Babeldaob. If the code can push surplus resources to the adjacent port level 0 in Peleliu, it will do so (thousgh 500 x 0 should be 0). If not, expand the port in Peleliu to level 1, and afterwards always drop resources in Babeldaob (see manual section 9.3.3.3)
Re: Logistics 101
No port? Use the amphibious mode or fast transport task forces if possible. Also use these task forces for very small ports since the unloading may actually be faster than for docked task forces.
Unable to load/unload devices? Check the port size to determine the maximum load/unload size possible. Naval support squads will affect this positively at ports size 1(1) or larger.
Unable to load/unload devices? Check the port size to determine the maximum load/unload size possible. Naval support squads will affect this positively at ports size 1(1) or larger.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


Re: Logistics 101
IIRC, you cannot load resources amphibiously. I don't know what mod or version he is playing that puts industry on Peleliu so I am surprised about the resource requirement.RangerJoe wrote: Sun Apr 27, 2025 5:15 pm No port? Use the amphibious mode or fast transport task forces if possible. Also use these task forces for very small ports since the unloading may actually be faster than for docked task forces.
Unable to load/unload devices? Check the port size to determine the maximum load/unload size possible. Naval support squads will affect this positively at ports size 1(1) or larger.
The manual has info about port unload capacity both per 12 hour phase and per item.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Re: Logistics 101
I did state if possible.BBfanboy wrote: Mon Apr 28, 2025 3:32 amIIRC, you cannot load resources amphibiously. I don't know what mod or version he is playing that puts industry on Peleliu so I am surprised about the resource requirement.RangerJoe wrote: Sun Apr 27, 2025 5:15 pm No port? Use the amphibious mode or fast transport task forces if possible. Also use these task forces for very small ports since the unloading may actually be faster than for docked task forces.
Unable to load/unload devices? Check the port size to determine the maximum load/unload size possible. Naval support squads will affect this positively at ports size 1(1) or larger.
The manual has info about port unload capacity both per 12 hour phase and per item.
But a player can load ships in a normal cargo TF, then disband it, then use those loaded ships in an amphibious TF. So it may be possible to move resources that way. But he should stockpile the resources there so they don't leave.
I think that he is playing an updated scenario that has lots of smaller LI and resources scattered around to represent living off the natives.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


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Re: Logistics 101
Two separate problems here. This is under 28b. There seems to be conflicting info in the manual?
In the first a cargo ship cannot unload resources at a size 0 port. Size 0 ports have no unloading/loading capability. E.g. It cannot dock and they are no lighters etc. Naval support won't help.
You can load cargo ships in amphibious mode and they will unload in amphibious mode but very, very slowly, 20 a day per ship. Amphibous TF that can dock at a friendly port have a reduce docked unload capacity. Manual says 125 per ship per turn. Page 142 section 6.3.3.3.2.2 new manual.
The second problem is much simpler, it's to do with device load costs. Basicaly no device can be unloaded if it's load cost exceeds the ports daily handling capacity. From above the load cost 198, 139 etc is > 125, the amphibious docked unload rate.
In the first a cargo ship cannot unload resources at a size 0 port. Size 0 ports have no unloading/loading capability. E.g. It cannot dock and they are no lighters etc. Naval support won't help.
You can load cargo ships in amphibious mode and they will unload in amphibious mode but very, very slowly, 20 a day per ship. Amphibous TF that can dock at a friendly port have a reduce docked unload capacity. Manual says 125 per ship per turn. Page 142 section 6.3.3.3.2.2 new manual.
The second problem is much simpler, it's to do with device load costs. Basicaly no device can be unloaded if it's load cost exceeds the ports daily handling capacity. From above the load cost 198, 139 etc is > 125, the amphibious docked unload rate.
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Re: Logistics 101
I am playing Scenario 1, no mods at all, at least thats what i believed until now, i downloaded the game from scratch a few weeks ago
Version 1.18.11.28.4 Mar 04 2023
I just sent 116 Naval Support, my artillery is now on the port!!
6.3.3.3.2.1 OVER THE BEACH
This is for assault unloading over the beach.
***
»» Special Japanese early war bonus of 1200 for all AP/AK and xAP/xAK types.
Seems this "Beach option" is not used, as im sending troops to my own ports
6.3.3.3.2.2 FRIENDLY PORT
For Amphibious docked at and unloading in a friendly port of Size 4 or less, the unload rate is
slightly different for Troops and Cargo.
***
Merchant Ships. Troops unload at a Rate of 125 points per ship per
turn. Cargo unloads at a Rate of 125 points per ship per turn.
Naval support seems to increase this value
Version 1.18.11.28.4 Mar 04 2023
following this, tried all options. Docked and Undocked at Saigon (port 4). No luck, as 125 is the limit with xAK type ships in own portChris21wen wrote: Mon Apr 28, 2025 9:58 am Two separate problems here. This is under 28b. There seems to be conflicting info in the manual?
In the first a cargo ship cannot unload resources at a size 0 port. Size 0 ports have no unloading/loading capability. E.g. It cannot dock and they are no lighters etc. Naval support won't help.
You can load cargo ships in amphibious mode and they will unload in amphibious mode but very, very slowly, 20 a day per ship. Amphibous TF that can dock at a friendly port have a reduce docked unload capacity. Manual says 125 per ship per turn. Page 142 section 6.3.3.3.2.2 new manual.
The second problem is much simpler, it's to do with device load costs. Basicaly no device can be unloaded if it's load cost exceeds the ports daily handling capacity. From above the load cost 198, 139 etc is > 125, the amphibious docked unload rate.
I just sent 116 Naval Support, my artillery is now on the port!!
6.3.3.3.2.1 OVER THE BEACH
This is for assault unloading over the beach.
***
»» Special Japanese early war bonus of 1200 for all AP/AK and xAP/xAK types.
Seems this "Beach option" is not used, as im sending troops to my own ports
6.3.3.3.2.2 FRIENDLY PORT
For Amphibious docked at and unloading in a friendly port of Size 4 or less, the unload rate is
slightly different for Troops and Cargo.
***
Merchant Ships. Troops unload at a Rate of 125 points per ship per
turn. Cargo unloads at a Rate of 125 points per ship per turn.
Naval support seems to increase this value
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Re: Logistics 101
Some suggestions for future:FranGuasch wrote: Sun Apr 27, 2025 11:48 am Perhaps a bit OFF Topic, but can not find a better place to ask for this
I am having problems loading/ unloading heavy artillery
I have no idea where to find the port size / naval requirements, whatever to unload my 30 cm, 24cm and so on
I decide to buy several kwantung heavy arty to bombard Corregidor, then had problems loading these in Fusan.
So.. I sent these to Port Arthur, and finally got them loaded
So i sent them towards Manila, tried landing in a couple areas (unsure exact ones, believe port 1) but then i could land these in a port size 2, perhaps had to dock them.
So, after capturing the base, sent these towards bangkok.. a size 4 port... but uncapable
Guess problem is similar to reload naval heavy weapons, I need some Naval support or whatever, but can not find exact values
Device Load cost for these mortars is 198,139, 58
Another topic, port 0 unload resources (supply?)
Peleliu has no port (0), I wanted to unload a few resources onto it to get the industry going. Found no way to do it. No unload available at port 0. Can i do something about it? A specific ship class? AK? Some naval support on it?
1. Break your amphib TF up into smaller TF's where the ships can dock. This is pretty common practice for the IJ in the early war offensive period.
2. Look forward at where you will UNLOAD when you load a TF. Have your unload plan in hand before you set sail.
3. IJ early war AMPHIB bonus will work at any hex or size 0 port while the bonus is in effect. Referring to hvy arty, not resources.



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Re: Logistics 101
I repeat what I said ealier the load cost of the Hvy art is greater (193 or 139) than the unload ability of an amphibious TF (125) in port. It will never unload on it own while in an amphiboius TF, it matters not what size the TF is. Naval support, like it does for all unloading increased a ports unloading capacity, 125 in this case. If as you said you sent 116 nav sup the amount that can now be unlaoded daily is 125+116 =241. This is now greater than the load cost of the Hvy art so it unloads.
Not sure how long your TF sat in Bangkok but you could sent it back Saigon or anywhere else where it can unload, then reforming a cargo/transport TF, before going back.
The clues in the name 'Over the beach' Used for assualting bases. Also applies to any TF where ship size will prevent it docking and hence either preventing or drastically slowing down loading or unloading. Primarily at ports sized 0-3.
Can I ask why you have attached an image of the preferences screen?
Not sure how long your TF sat in Bangkok but you could sent it back Saigon or anywhere else where it can unload, then reforming a cargo/transport TF, before going back.
The clues in the name 'Over the beach' Used for assualting bases. Also applies to any TF where ship size will prevent it docking and hence either preventing or drastically slowing down loading or unloading. Primarily at ports sized 0-3.
Can I ask why you have attached an image of the preferences screen?
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Re: Logistics 101
Ye, thanks everybody problem is solved.Chris21wen wrote: Wed Apr 30, 2025 7:11 am I repeat what I said ealier the load cost of the Hvy art is greater (193 or 139) than the unload ability of an amphibious TF (125) in port. It will never unload on it own while in an amphiboius TF, it matters not what size the TF is. Naval support, like it does for all unloading increased a ports unloading capacity, 125 in this case. If as you said you sent 116 nav sup the amount that can now be unlaoded daily is 125+116 =241. This is now greater than the load cost of the Hvy art so it unloads.
Not sure how long your TF sat in Bangkok but you could sent it back Saigon or anywhere else where it can unload, then reforming a cargo/transport TF, before going back.
The clues in the name 'Over the beach' Used for assualting bases. Also applies to any TF where ship size will prevent it docking and hence either preventing or drastically slowing down loading or unloading. Primarily at ports sized 0-3.
Can I ask why you have attached an image of the preferences screen?
Screen is here because of the "weird" peleliu production asked. Hope there is info about the exact scenario played
I play just basic scenario 1, but seems this is an updated version, as seems scattered LI around is not in previous versions
Re: Logistics 101
Those LIs scattered around were so the units won't starve.FranGuasch wrote: Fri May 02, 2025 7:05 amYe, thanks everybody problem is solved.Chris21wen wrote: Wed Apr 30, 2025 7:11 am I repeat what I said ealier the load cost of the Hvy art is greater (193 or 139) than the unload ability of an amphibious TF (125) in port. It will never unload on it own while in an amphiboius TF, it matters not what size the TF is. Naval support, like it does for all unloading increased a ports unloading capacity, 125 in this case. If as you said you sent 116 nav sup the amount that can now be unlaoded daily is 125+116 =241. This is now greater than the load cost of the Hvy art so it unloads.
Not sure how long your TF sat in Bangkok but you could sent it back Saigon or anywhere else where it can unload, then reforming a cargo/transport TF, before going back.
The clues in the name 'Over the beach' Used for assualting bases. Also applies to any TF where ship size will prevent it docking and hence either preventing or drastically slowing down loading or unloading. Primarily at ports sized 0-3.
Can I ask why you have attached an image of the preferences screen?
Screen is here because of the "weird" peleliu production asked. Hope there is info about the exact scenario played
I play just basic scenario 1, but seems this is an updated version, as seems scattered LI around is not in previous versions
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


Re: Logistics 101
For the benefit of those who would rather have Alfred's Logistics 101 on a pdf to peruse, here you go.
Enjoy!
Enjoy!

"Chew, if only you could see what I've seen with your eyes." - Roy Batty
Re: Logistics 101
Nice, thanks!Moltrey wrote: Mon Jun 02, 2025 8:36 pm For the benefit of those who would rather have Alfred's Logistics 101 on a pdf to peruse, here you go.
Enjoy!![]()
Alfred's Guide to WITPAE Supply.pdf
SCPO USN (Ret.)
Re: Logistics 101
You bet Senior Chief!

Us old sea dogs have to stick together (woof!)
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Re: Logistics 101
I'd try using an AK, or possibly an xAP for them. The LSD should work too, if she's still around.FranGuasch wrote: Sun Apr 27, 2025 11:48 am Perhaps a bit OFF Topic, but can not find a better place to ask for this
I am having problems loading/ unloading heavy artillery
I have no idea where to find the port size / naval requirements, whatever to unload my 30 cm, 24cm and so on
I decide to buy several kwantung heavy arty to bombard Corregidor, then had problems loading these in Fusan.
So.. I sent these to Port Arthur, and finally got them loaded
So i sent them towards Manila, tried landing in a couple areas (unsure exact ones, believe port 1) but then i could land these in a port size 2, perhaps had to dock them.
So, after capturing the base, sent these towards bangkok.. a size 4 port... but uncapable
Guess problem is similar to reload naval heavy weapons, I need some Naval support or whatever, but can not find exact values
Device Load cost for these mortars is 198,139, 58
Another topic, port 0 unload resources (supply?)
Peleliu has no port (0), I wanted to unload a few resources onto it to get the industry going. Found no way to do it. No unload available at port 0. Can i do something about it? A specific ship class? AK? Some naval support on it?

Created by the amazing Dixie
Re: Logistics 101
Here is some logistical items for the US Naval Infantry . . .
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Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”

