WAW sea transport 101
Posted: Thu Sep 16, 2004 2:18 am
Transports in WAW work like this:
[center] UK
T
US T T T T T Gib
T
Brazil[/center]
OK we have theoretical situation like the above. T's are transport fleets. Gib is Gibraltar. So we have two main transport routes roughly representing a cross, and conecting four separate WA regions. We use no less than 7 transport fleets to do our job (this example is purely fictional though so dont forget that).
Each transport fleet is rated for it's transport capability, and has movement points at the beginning of turn. In WAW you don't load stuff on transports. You form a chain of transports and then "walk" your stuff over them. If the chain is broken at just one place - there's no transport link between point A and point B (you can observe this taking place in our AARs especially Akula where my lines were shattered).
So first thing you need to do at the beginning of each turn is use transport fleets movement points to bring them into place and form a chain. Once they start carrying stuff, they lose all their remaining movement allowance for the turn, so take care to bring them where you want them first.
OK, chain is formed, and in the example above - you can bring stuff from US to all other locations (and other way round as well of course). With each unit that "walks" over transport chain, the transport capability of each transport fleet in chain is reduced. Supply units reduce transp. capability by 1, tanks by 10, infantry by 5, militia IIRC by 3 (not sure) etc. If you do lots of reshuffling, then one transport will become "the weakest link" in the chain.
In the example above it's easy to notice this will be transp fleet at the center of the cross, cause its tranp capability is used to carry stuff on US-UK route, and US-Gib route, and Brazil-UK route. So, that transp fleet will lose its carrying capability probably before others in this example. So what do we do?
We place TWO transport fleets at the transport "junction" from the above example, thus doubling the capacity on that particular "stretch" of the conwoy route. Etc.
BTW this system is very elegant, works excellently (though transports seek constant baby sitting, but that's how it should be) and I think we betas all love it. One of the best features of WAW.
System is also "sub friendly" with lots of targets for sub attack each turn which suits Axis, but also WA vs. IJN sometimes. Now, finally something for all those Uboot fanboys out there [:D]
O.
[center] UK
T
US T T T T T Gib
T
Brazil[/center]
OK we have theoretical situation like the above. T's are transport fleets. Gib is Gibraltar. So we have two main transport routes roughly representing a cross, and conecting four separate WA regions. We use no less than 7 transport fleets to do our job (this example is purely fictional though so dont forget that).
Each transport fleet is rated for it's transport capability, and has movement points at the beginning of turn. In WAW you don't load stuff on transports. You form a chain of transports and then "walk" your stuff over them. If the chain is broken at just one place - there's no transport link between point A and point B (you can observe this taking place in our AARs especially Akula where my lines were shattered).
So first thing you need to do at the beginning of each turn is use transport fleets movement points to bring them into place and form a chain. Once they start carrying stuff, they lose all their remaining movement allowance for the turn, so take care to bring them where you want them first.
OK, chain is formed, and in the example above - you can bring stuff from US to all other locations (and other way round as well of course). With each unit that "walks" over transport chain, the transport capability of each transport fleet in chain is reduced. Supply units reduce transp. capability by 1, tanks by 10, infantry by 5, militia IIRC by 3 (not sure) etc. If you do lots of reshuffling, then one transport will become "the weakest link" in the chain.
In the example above it's easy to notice this will be transp fleet at the center of the cross, cause its tranp capability is used to carry stuff on US-UK route, and US-Gib route, and Brazil-UK route. So, that transp fleet will lose its carrying capability probably before others in this example. So what do we do?
We place TWO transport fleets at the transport "junction" from the above example, thus doubling the capacity on that particular "stretch" of the conwoy route. Etc.
BTW this system is very elegant, works excellently (though transports seek constant baby sitting, but that's how it should be) and I think we betas all love it. One of the best features of WAW.
System is also "sub friendly" with lots of targets for sub attack each turn which suits Axis, but also WA vs. IJN sometimes. Now, finally something for all those Uboot fanboys out there [:D]
O.