research TD_AMPHIP?

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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Traveler
Posts: 115
Joined: Wed Mar 30, 2005 11:47 pm

research TD_AMPHIP?

Post by Traveler »

Is there any point in researchin the AMPHIP value for Transport Fleets? How does the rating effect the ability to land various units against neutral and enemy coasts?
Dalwin
Posts: 341
Joined: Thu Mar 31, 2005 4:28 pm

RE: research TD_AMPHIP?

Post by Dalwin »

For all countries except Japan, transports start with an amphib capacity of 3.

All units require 5 to be carried, except tanks which require 10. This means at start you would need 2 transports to lift a single infantry and 4 ( well 3 1/3) to lift a single tank.

Improving this number is certainly beneficial if you as Germany intend to launch any large invasions. As Japan, it is probably not worth upgrading since research dollars are precious. I have not played the WA but I get teh impression that they are so rich and have so many transports that they may not need to upgrade this. I could be very wrong about the WA, however.
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