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Trouble Loading Troops - 7/15/2015 6:25:39 PM   
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RayYoung
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Posts: 49
Joined: 5/22/2015
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Hello all,

I am hoping someone can assist me with this as I am confused.

I have several troops sitting in Sydney, AU along with more than enough Transports to carry them.

I create a Transport TF and select the ships. I have previously shifted the troops I want to load to Strategic Move.

I dock the TF and select Load Troops. The screen comes up and there are no troops to be loaded.

I have successfully loaded troops in San Francisco and San Diego so I believe I understand the process. However,
if the troops present in Sydney aren't even recognized I am confused.

The are listed in the Australian Command. Do I need to shift them to another HQ in order for them to be available?

Thanks in advance for assistance.

Ray
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RE: Trouble Loading Troops - 7/15/2015 6:32:04 PM   
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jwolf
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Yes if they are in a restricted HQ you can't transport them by sea.

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RE: Trouble Loading Troops - 7/15/2015 7:42:40 PM   
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RayYoung
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jwolf,

Thanks for the reply.

I am not sure I completely understand the concept of restricted HQ.

I have changed the HQ on aircraft in San Francisco to load them. But, I wasn't really sure how to know if ANY HQ is "restricted"

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RE: Trouble Loading Troops - 7/15/2015 7:47:11 PM   
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Bullwinkle58
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The name of the LCU will have an [R] at the end. If the name of the LCU is colored yellow it is possible to change the LCU to an unrestricted command by spending PPs. It can then be transported by sea. If however the name and the [R] are colored white the LCU is permanently restricted. It can "walk" (walk, ride, rail) to any connected landmass, but it can't board a ship. So a "white restricted" ID in CONUS can move to Canada across the border. But it can't go to Pearl Harbor.

White restricted LCUs are intended for national defense. But they are still useful for constructing infrastructure at home for VPs, as well as home defense against invasions.

< Message edited by Bullwinkle58 -- 7/15/2015 8:48:45 PM >


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The Moose

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RE: Trouble Loading Troops - 7/15/2015 7:49:12 PM   
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Lecivius
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From: Denver
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Certain commands are completely restricted, meaning that for whatever reason (home defense, use in Europe etc.) you cannot change them. These will have their command structure in white. Others are restricted for political reasons. These will have their command structure in yellow. You can change the yellow ones, but at cost of political points too reflect the cost in politics to make the change.

<edit>
DOH! Foiled by The Moose!

< Message edited by Lecivius -- 7/15/2015 8:48:52 PM >

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RE: Trouble Loading Troops - 7/15/2015 7:52:32 PM   
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dr.hal
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From: Covington LA via Montreal!
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To change the HQ on troops cost political points. Which there is never enough! So you need to use them judiciously if you can. Look at the upper left when you select a land unit, note where it is "Attached to:" and you will see a command that is either in yellow or white. Also if it has a "(R)" after it that means it is "restricted" and can not move out of its home command (certainly not by sea) and thus will not board any transports or amphibious TFs. If the command name is in yellow, that means it can be CHANGED, click on it and a new screen appears that has "Choose New Headquarters for...." and then you go down the list until you come to the UNRESTRICTED command (no (R)) and select it. However if you do NOT have enough Political Points (your points are off to the right of this screen) you can not change. You acquire political points each turn, albeit slowly! Hope this helps. Hal

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RE: Trouble Loading Troops - 7/15/2015 10:48:50 PM   
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jmalter
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to add to dr.hal's advices wrt Politcal Points, consider the unit's possible withdrawal date, too.

Many LCUs are scheduled to 'withdraw in NN days', this will appear in blue text on the LCU's screen. The delay will vary wildly - NN might be 63 days, or 630 days. So when deciding to 'buy out', or allow replacements/upgrades, one must consider the PP cost. Spending those precious PPs might make sense if the unit is going to stay around for a while, but not if it's gonna d, isappear in 2-3 months. (Unlike Ship & Airgroup withdrawals, LCU withdrawals occur automatically, unless loaded on ships during their withdrawal date.)

Some LCUs have add'l blue-text saying, "out of theater". Unlike other withdrawals, the devices in these units will not accrue back to the device pools, they'll be permanently lost. One should NEVER spend PP to buy out these units, or allow them to accept replacements or upgrades, except in the case of *UTMOST EMERGENCY*.

Also, when looking to buy an LCU out of a restricted command, look at the Choose New HQ list that shows up when you click on its (yellow) current command. If you have an option to change to a non-[R] command that is part of or subordinate to the unit's current command, it'll only cost 25% of the listed PP price.

In general, Allied PPs accrue at a fixed rate of 50 per day, they're a precious resource, since they also are used to buy ship/airgroup commanders, or to allow airgroups to upgrade to other airframe types.

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RE: Trouble Loading Troops - 7/16/2015 12:33:23 PM   
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dr.hal
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Great additional points, thanks jmalter. Hal

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RE: Trouble Loading Troops - 7/30/2015 6:16:42 PM   
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RayYoung
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I have to say that the forum has more information than I would have imagined and I am grateful for those taking the time to support it and those of us learning the ins and outs of WITP-AE.

Thanks all for helping me to get started.

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RE: Trouble Loading Troops - 7/30/2015 7:09:30 PM   
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dr.hal
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From: Covington LA via Montreal!
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We are only returning the favor that this forum did for us when we started out.... all too many years ago!

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