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Will someone help clear up my thinking?
Posted: Mon Feb 06, 2006 2:42 am
by Richrd
I finally figured out how to make TF's for scenarios. I see that the editor manuals say you can load troops onto these TF's, but it also says to be sure, absolutely sure, the TF has enough capacity. Different screens show different AP load costs for ground units. How can I be sure that there is enough capacity? While in game, I often make up TF's that leave elements behind, even when I add an AP or two over the stated load cost of the units. Is there a formula that insures adequate capacity without wasting AP's? I'm not even going to start making up TF's for a campaign vs the AI unless I can get this figured out.
RE: Will someone help clear up my thinking?
Posted: Mon Feb 06, 2006 3:16 am
by witpqs
Okay, there are at least 3 things to look at.
First, you ask about how much sealift is needed? Open up the unit itself and look at the values in teh lower left - one each for AP, AK, and LST. APD if the same as AP, BTW. These figures will be correct. Add a little extra if there are any disabled squads, etc.
Second, the size of the items is critical. For example, I have found that the SCR type radar will not load on a US APD. Why? The item is bigger than the capacity of the ship. You can have a 20 ship TF and it still won't load.
Okay, so where can you see the sizes of the items? In game - nowhere that I know of. In the editor I suppose, but I haven't looked. Just keep it in mind and maybe do some experiments.
Third, How fast do you want the unit to load and unload? If you need it to load in one turn, that might be taken care of by the scenario editor (I don't know). But if you need it to unload in one turn, use three or four times as much capacity as you actually need - maybe more.
Hope this helps.
RE: Will someone help clear up my thinking?
Posted: Mon Feb 06, 2006 4:59 am
by Richrd
Thanks. I was leaning in this direction (Of just adding up the numbers). In some ports there just aren't enough AP's for a quick unload, I guess.