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How to tell if a ordanence needs transport

 
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How to tell if a ordanence needs transport - 6/28/2003 1:53:32 PM   
Jamminji

 

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Hi everyone

In sp3 units that needed a truck etc had an astricks next to it in the buy screen. How do you know if a unit needs a truck in WAW?

I guess I am missing it but I don't see any astriks or any way of telling.

thanks

jam
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TAXI! - 6/28/2003 2:31:38 PM   
Mormegill

 

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Hi Jamminji.

I know no other way than taking a look at the movement score of the unit. If its 0:0 or 1:0 a transport is needed. If you are going to get it anywhere, that is.

Then again, transports for infantery, which has around 11:0 movement is quite a good idea on most battlefields...

Mormegill

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Wgt/Carry considerations - 6/28/2003 10:01:13 PM   
Capt. Pixel

 

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The transport you use also needs to have the capacity to carry the unit's transport cost

the Wgt/Carry values are listed as x, 1xx, and 2xx
(eg. 8, 106, 210) They can be found on the unit's information screen.

Wgt (weight) is how much a unit 'weighs'.
Carry is how much the unit can carry and transport.

A single digit Wgt usually indicates a small piece of equipment (like a mortar) or a squad and is dependent on the crew size or number of men. (example: the 120mm mortar has a crew of 6 and a carry cost of 6.) This is the case for virtually all infantry units.

A Wgt of three digits starting with 1 indicates a unit that requires a transport with a Carry capacity of at least 1xx. This is usually the case with units that are wheeled like a 75mm ATG.
(example: the 75mm Pak40 ATG has a crew of 6, but a Wgt of 106. Their transport must have at least a Carry capacity of 106 or greater.)

A Wgt of three digits starting with 2 follows the same rules as above. The transport must have a Carry capacity of at least 2xx.
(example: the 88mm Flak18 has a Wgt of 211 and can be carried by the Buessing-NAG with a Carry capacity of 218, but cannot be transported by an Opel.)

Multiple units can be carried in the same transport, but only one 3-digit unit can be carried in a single transport. (example: The Buessing-NAG {carry:218} can carry an 88mm Flak18 {Wgt 211}, an MG42 {Wgt 4}, an FO {Wgt 2}, and a Sniper {Wgt 1} at the same time)

That same Buessing-NAG could carry three 120mm mortars (Wgt 6 each) but only ONE 75mm Pak40 (Wgt 106) (You could carry one 75mm Pak40 and two 120mm mortars, though :) )

To pack multiple passengers in a transport, place them all in the same hex as the transport. Select the first passenger and hit 'L', then select the transport. For subsequent passengers, select the passenger FIRST, hit 'L' and THEN select the transport. (The loading process for barges during game play, however, is different)

If you hit 'L' while the transport is selected and it has passengers loaded, the transport will unload all the passengers in its hex. :cool:

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Thanks - 6/28/2003 11:41:48 PM   
Jamminji

 

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So no *s but now I know what the numbers mean...So I guess there is no way to know when a unit MUST have transport. Ie; a squad can be carried but does not need to be carried. But an 88 has no way of moving unless it has trasport. Is there any way to tell which units MUST have transport? Like maybe ALL 3 digit weights need transport to move? or something like that.

Thanks though about the weight carry nummbers... I never knew how they worked... that helps out a bunch.

jam

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Post #: 4
- 6/29/2003 1:20:06 AM   
DerC

 

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Technically no units have to be transported. But as Mormegill pointed out, if you buy an unit with speed of 0:0 or maybe 1:0 (the meaning of these numbers is "land speed:water speed"), you'll know they can't move effectively or at all by themselves.

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Post #: 5
- 6/30/2003 6:01:08 PM   
Belisarius


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Simple rule;

All mortars >50mm

All guns and cannon

All AT/PAK guns

All AA/Flak pieces

All rocket artillery

That aren't mounted in a vehicle has to be towed IF you want them to move. You can always deploy them statically. Mortars and artillery seldom need transport as they usually can be deployed at the right point directly.

If you're unsure, I follow the above - check the unit's speed ratio.

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Post #: 6
- 7/1/2003 2:07:20 AM   
junk2drive


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so thats how u do it! does multi load work with lcv's also? i always wondered how the lcv could offload all those units, but i couldnt get them back in, lol

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Post #: 7
- 7/1/2003 6:14:23 AM   
Capt. Pixel

 

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These same methods work with all transport types: horse, wheeled, tracked, amphibious, ships, air. (edit: Whoops, excepting barges, which is a whole different animal. ;) )

Even some non-transport vehicles (like most tanks) have a carry capacity for at least a Scout and maybe some Inf AT teams. Specialist tanks like TDs, Engr or Flamers don't usually have a Carry capacity. :rolleyes:

Some air transports can pack an obscene amount of cargo, like the Italian cargo aircraft with a capacity of 44!! :eek: (but she can't carry guns {1xx or 2xx}) Guns and vehicles can only be delivered by air drop using a few select Gliders. AFAIK.

Tip: If you're deploying an amphibious assault you can unload (L) each of the amphibs or assault ships into the water and re-load them into the transports of your choice. Deploy any unused, unwanted ships on the Retreat hex to get rid of them quickly. Or Deploy them in front of your assault to draw fire and get rid of them slowly. :D

If your Oob has the option of either self-propelled artillery or immobile artillery, which requires separate transport to become mobile, check the total cost of arty plus trans vs self-propelled. Sometimes you break even, sometimes your total cost can vary. :cool:

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Post #: 8
- 7/3/2003 3:49:41 PM   
Guerra

 

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Big russian tanks, like KV1 and turretless assault guns, tank destroyers(su-122 etc.) have carry 8-12. With assault guns this comes handy, beacause they dont have machine guns, so you can drop infantry near of your position, and then you have inf support, against those bastards with panzerfaust.

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Post #: 9
- 7/3/2003 3:59:22 PM   
Belisarius


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[QUOTE]Originally posted by Guerra
[B]Big russian tanks, like KV1 and turretless assault guns, tank destroyers(su-122 etc.) have carry 8-12. With assault guns this comes handy, beacause they dont have machine guns, so you can drop infantry near of your position, and then you have inf support, against those bastards with panzerfaust. [/B][/QUOTE]

Not only the big ones. A T-34 m.43 will carry a full 12 man Guards squad on the back. Very handy.

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Post #: 10
- 8/11/2003 12:02:25 AM   
88mmshock

 

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[QUOTE]Originally posted by Capt. Pixel
[B]These same methods work with all transport types: horse, wheeled, tracked, amphibious, ships, air. (edit: Whoops, excepting barges, which is a whole different animal. ;) )


How DO you load barges during play??

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Post #: 11
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