Ian R
Posts: 3420
Joined: 8/1/2000 From: Cammeraygal Country Status: offline
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quote:
ORIGINAL: rmeckman quote:
ORIGINAL: Ian R I was thinking rmeckman could put the TF on 'remain on station' and if see if it unloads the supplies by checking its load. That gives the first part of the answer. The second part is a bit harder. There is no "location" - I am deliberately using the nomenclature from the scenario database, which takes up both bases and ground units - which can act as a receptacle for any unload, so maybe such supplies as unload (if any) are just thrown away. IME, the answer is 'yes, move the LCU to the offload hex', but it's worth rmeckman sand-boxing it to see what happens. I did a quick test using an old save by loading an amphibious TF in Darwin with supplies only and setting its destination to hex 75,123. This is a non-base coastal hex on Bathurst Island just north of Darwin. The TF is set to Remain on Station. During turn resolution, the TF is reported to be unloading, but no supplies actually come ashore; the TF just sits at the destination hex with its full 80% amphibious load. It appears that an LCU is required to offload supplies in a non-base coastal hex from an amphibious TF. Yes, that is what I have seen. The exe works logically and sequentially - in phase x it tries to unload where you told it to, but it finds there is no receptacle "location" that the supplies can go to, so they stay on ship. Note this means that in an amphibious invasion, make sure your supply only TFs are higher numbered than the troop carrying TFs, so some troops get ashore (forming fragment units that are a 'location') before the supply TFs do. TFs move, and under take activities, starting from TF1 and progressing upwards through the numbers. I believe Ranger Joe's anecdote about Lowpe triggering Soviet entry by an attempted unload reflects that - the trigger had happened before the exe looked for a location to unload the supplies into.
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"I am Alfred"
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