Amphib Assault?

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.

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donkuchi19
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Amphib Assault?

Post by donkuchi19 »

I am having a problem. I am trying to launch an amphibious assault. I have tried transporting troops directly to a territory, and it doesn't let me. I move troops onto a transport next to a territory, and it won't let me unload. I have even tried leaving them for a turn and then trying to offload. Still no dice. What am I doing wrong???

I hate exiting the game to look in the manual to find the answer, but even when I did, I couldn't find the answer. (I am playing as the Western Allies while I try and learn how the game works) I haven't changed any of the defaults other than I am the allies instead of the Germans.

(The index entry says page 50 which doesn't have anything to do with Amphibious Assault)

(Rule section 8.5.4 deals with artillary responding to an amphib)
Hanal
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RE: Amphib Assault?

Post by Hanal »

Is it a Winter turn?
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donkuchi19
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RE: Amphib Assault?

Post by donkuchi19 »

Doesn't matter what turn. I have tried all four seasons. (also in North Africa which I don't think would be affected as a winter zone)
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Becket
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RE: Amphib Assault?

Post by Becket »

donkuchi,

Transports work like rails. You don't load the troops on the transport, you lay the transport lines and move the troops across the line. In other words, place transports in each sea area, pick up a unit, and then move to the area you want to invade.

Here's where amphibious capacity rating comes in: you'll probably need at least two transports to invade with one infantry unit until you research a higher amphibious capacity.

"The very word Moscow meant a lot to all of us....it meant all we had ever fought for" -Rokossovsky
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donkuchi19
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RE: Amphib Assault?

Post by donkuchi19 »

That must be it then. I have a string of transports (one in each space). It won't let me land though. I will go back and try with doubling up the transports and see what happens.

Thanks
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Becket
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RE: Amphib Assault?

Post by Becket »

Only need to double at the destination, though, not at each step along the line. The in-between steps use the transport rating of the sea transport. The destination step to the target uses amphibious capacity.

To clarify: infantry use 5 amphibious capacity, tanks use 10. Most countries start the game with 3 Amph. Capacity per transport, which is why it takes 2 transports to invade with one unit.

"The very word Moscow meant a lot to all of us....it meant all we had ever fought for" -Rokossovsky
Hanal
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RE: Amphib Assault?

Post by Hanal »

You need to make certain that you have enough transport capacity along the entire string of sea areas that you are attempting to move through...if you do not have enough transport points, in even one area, that will prevent the movement of troops to the invasion region.....EDIT...Beckett covers it above...slow typist here....[:)]
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donkuchi19
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RE: Amphib Assault?

Post by donkuchi19 »

That worked now. I was thinking that if I could Strategic transport the infantry, it would work for Amphib as well. I had plenty of points for transport but not enough for amphib.

Thanks,

Don
IDrinkBeer
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RE: Amphib Assault?

Post by IDrinkBeer »

Just a quick fact here...

Japan is the only country that starts off the game with the ability to amphib invade a region using only 1 transport ( with Amphib Capacity of 5 ).

The first time you play Japan you will know why this was done... [:D]
IDB

"Where's the Kaboom? There was supposed to be an earth shattering kaboom!"
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