Page 1 of 1
Unloading after naval transport
Posted: Fri Dec 12, 2014 9:46 am
by Dereck
I'm kind of tired of transporting units and then being told there's not enough "strategic movement points" to unload.
HOW are those determined because the number is NEVER the same and that applies to rail transport as well.
RE: Unloading after naval transport
Posted: Fri Dec 12, 2014 9:56 am
by Tazak
ignore me, I was looking at naval transport at the time
RE: Unloading after naval transport
Posted: Fri Dec 12, 2014 9:57 am
by SigUp
For rail:
14.2.5. Rail Transport SMP Costs
Entrain: The cost to entrain a unit is a minimum of
75 SMP. This cost can increase if railyard capacity has
to be drawn from other hexes, with the further the
distance the greater the increase in load cost (14.2.3).
The cost to entrain a unit will be displayed in the
general information and City/Airfield Box (5.1.5) in the
third oval (Rail Load MP: xx) when a unit is selected in
rail mode (F2).
Detrain: The SMP cost to detrain in a hex with a
railyard is equal to 75 minus any remaining railyard
capacity in that railyard. For example, a unit detraining
in a hex with a level 2 railyard with 10k ton capacity
left would translate to 75-10 or a 65 SMP unload cost.
There is a minimum 30 SMP cost to detrain. The cost
to detrain in a city or urban hex without a railyard is
80 SMP. The cost to detrain in any other hex without a
railyard, including hexes with towns, is 100 SMP.
The cost to move 1 hex by rail is 1 SMP plus any
rail usage SMP penalty, so the maximum cost to move
through a hex would be 7 SMP (14.2.4).
RE: Unloading after naval transport
Posted: Fri Dec 12, 2014 10:36 am
by RedLancer
One Page Guides #10 & # 11 are there to help in your planning.