Merchants, transports and landing ships by numbers

Warplan is a World War 2 simulation engine. It is a balance of realism and playability incorporating the best from 50 years of World War 2 board wargaming.

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ncc1701e
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Merchants, transports and landing ships by numbers

Post by ncc1701e »

Just want to understand your design choice:

. 10 Merchant marines are costing 100 production points, 5 shipyard points and 0 logistics point
. 10 Transports are costing 60 production points, 5 shipyard points and 0 logistics point
. One single oiler is costing 30 production point, 1 shipyard point and 1 logistics point (why just for the oiler?)
. 10 Landing ships are costing 15 production points, 5 shipyard points and and 0 logistics point

For example, I do not get the 100 vs 60 production points between Merchants and Transports.

Also, what was your inputs to say that this country has X Transports versus Y Merchants?
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RE: Merchants, transports and landing ships by numbers

Post by ncc1701e »

Here are the numbers in the Europe 1939 scenario:

Germany: 120 Transports compared to 160 Transports for the UK.
USA: 240 Transports already?

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RE: Merchants, transports and landing ships by numbers

Post by ncc1701e »

Here is the Merchant marine data from The World War II Data Book of John Ellis:

Image

But I did not find any data nor ratio to compare the Transports quantity with the Merchants quantity.

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RE: Merchants, transports and landing ships by numbers

Post by PanzerMike »

Related question:
fb.asp?m=4801753
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RE: Merchants, transports and landing ships by numbers

Post by klzlueylx »

my game when playing your scorthed earth module, Canada's Merchant Marine somehow drop down to -1, and building merchant marine can't make it right. they just pops in the report, but the number keeps at -1.

i'm not sure it's a bug of the original game or just in SE mod, if not se bug then sorry to interrupt[:D].i'll check it tomorrow.
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PanzerMike
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RE: Merchants, transports and landing ships by numbers

Post by PanzerMike »

Sounds vanilla to me.
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RE: Merchants, transports and landing ships by numbers

Post by AlvaroSousa »

I started with history and I adjusted for balance. Transports are not 1 for 1 with MMs.

The -1 MM I am hoping was solved in the upcoming beta
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RE: Merchants, transports and landing ships by numbers

Post by ncc1701e »

I am trying to evaluate the cost of each unit:
. Transport ships are there to transport troops.
. Landing ships are there to invade beaches.

Does Transport ships have any other role in the game that I am unaware of?

If not, can we assimilate Transport ships to Troopship only?
https://en.wikipedia.org/wiki/Troopship

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RE: Merchants, transports and landing ships by numbers

Post by AlvaroSousa »

No they represent troop shipping capacity. They also provide supply to ports. You need 1 transport point. There is a small chance one point gets sunk during such a mission.
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RE: Merchants, transports and landing ships by numbers

Post by PanzerMike »

Ok, transports provide transportation (well duh) for units to get from A to B. Plus they are used for shipping supplies between ports (in this role they are more akin to merchant Marine ships, but okay).

You say you need 1 transport point. Do you mean that 1 transport delivers unlimited amounts of supplies or do you mean that 1 transport will ship supplies for 1 strength point of a unit (ie you need 30 transports to deliver supplies for a 30 strength Corps)?
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RE: Merchants, transports and landing ships by numbers

Post by AlvaroSousa »

1 transport for 1 port unlimited supply amount
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RE: Merchants, transports and landing ships by numbers

Post by ncc1701e »

ORIGINAL: Alvaro Sousa

1 transport for 1 port unlimited supply amount

Alvaro, what is the equivalent rule for 1 merchant point transporting how many ressources? Just checking.
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RE: Merchants, transports and landing ships by numbers

Post by PanzerMike »

This ncc1701e guy is relentless [:D][:D][:)]
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RE: Merchants, transports and landing ships by numbers

Post by ncc1701e »

Well, I like to understand how things work. [:D]

I wonder why the merchants suffer losses for the resource convoys while transports do not suffer losses for the supply convoys.
There is a difference I do not like here. Sinking 40 supplies without any transport losses is not logical. Spock would agree with me. [:)]
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RE: Merchants, transports and landing ships by numbers

Post by ncc1701e »

And just to clarify, I love this game. That's why I help find bugs and suggest as much improvement as possible. [:)]
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RE: Merchants, transports and landing ships by numbers

Post by PanzerMike »

[&o]I have commented on the transports versus merchants a few months ago.
fb.asp?m=4721652

This is how I see it:

Merchant Marine (MM) represent cargo ships that carry both resources across the convoy lanes and/or supplies from port to port. The same class of ships is used for both these purposes IRL, as far as I know. Wether they carry oil, coal, grain or ammunition, food rations, spare parts is irrelevant. All cargo to be unloaded in ports, using their facilities.

Transports (TR) represent the purpose built long range large ships or converted civilian ocean liners to carry troops and tanks. They often also have cranes, masts, nets, etc. to transfer the troops and vehicles to landing craft if necessary. They often are also lightly armed with AA or light guns.

Landing ships (LS) represent all the different purpose built craft like the LCT, LVP, Higgins, etc. They enable invasions and beach supply.

So, I think port supply would be the task of merchant ships instead of transports. They (MM) can be sunk by interdiction, just like merchant ships used on the convoy lines. Think of the Italian Navy shipping supplies to Libian ports.

The mechanism for interdiction (naval units within 4 hexes and/or air units within 8 hexes) is fine with me. You can counteract this by basing interceptors near the port, or have naval units on patrol outside the port.
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RE: Merchants, transports and landing ships by numbers

Post by AlvaroSousa »

ORIGINAL: ncc1701e

And just to clarify, I love this game. That's why I help find bugs and suggest as much improvement as possible. [:)]

Why else would you give me so many headaches? [;)]
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RE: Merchants, transports and landing ships by numbers

Post by AlvaroSousa »

There is a small chance of a transport loss.

MM basically represent resources
Transports military

to keep it simple for players.
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RE: Merchants, transports and landing ships by numbers

Post by PanzerMike »

I understand your reasoning, I just don't agree. I have spoken[:D]
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RE: Merchants, transports and landing ships by numbers

Post by ncc1701e »

ORIGINAL: Alvaro Sousa

ORIGINAL: ncc1701e

And just to clarify, I love this game. That's why I help find bugs and suggest as much improvement as possible. [:)]

Why else would you give me so many headaches? [;)]

I'll try to do my best [;)]
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