Feinder
Posts: 6589
Joined: 9/4/2002 From: Land o' Lakes, FL Status: offline
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Unfortunately, it -is- quite complex. It varies depending on: a. Shiptype (AP, AK, LST, whatever). b. Port size c. LCU "device" type (squad, support, gun, tank, etc). Basic rules of thumb: a. Larger ports are better than smaller. You can unload 400 + (1000 x PortSize) per turn : which is good to know that each ship can only unload 400 supplies per turn on a hostile beach. Loading troops at a friendly port is much faster (something like 1000 x [PortSize + 1]). b. Squads/support/engineers load and unload faster from AP/LCI/LCM/LCVP. c. Guns/Tanks/Supplies load and unload faster from AK/LCT. Basically, your armored and artillery units pack and unpack better on AKs. d. Your LSTs and LSDs are golden. Everybody loves riding on them (except that it means they're about to hit a hostile beach!). e. You can usually unload about 700 - 1000 points per turn, depending on the unit and ship type. Generally, LSTs will unload in a turn (keep all your L-type ships for assaulting atolls). AKs and APs will unload about 700 per turn, give or take. So if you want everybody to jump off in a turn, you've got to load only about 700/per ship, regardless of its max capacity (it'll just take several turns to unload). f. Don't forget to have a few ships loaded with supplies only: generally your ships unload troops first, then supplies. So you can get a situation where your guys are stuck on the beach with no bullets becuase they're all stacked up behind the guy who won't get out of the doorway. A few ships with supplies only, will begin unloading with your assault troops (instead of waiting until they're all ashore). -F-
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