Don Bowen
Posts: 8183
Joined: 7/13/2000 From: Georgetown, Texas, USA Status: offline
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quote:
ORIGINAL: ecwgcx quote:
ORIGINAL: Don Bowen quote:
ORIGINAL: Sardaukar I think one should be able to unload some of the heavy stuff..IF they'd use amphibious ships like LST? At least for stuff that could be expected to be able to move on their own power or be towed. For example, one might not be able to unload medium tanks from xAK to lvl 1 port, but I think one should be able to unload those tanks from LST. After all, if you can unload heavy stuff from LST on enemy shore, you sure as hell should be able to do it in your own port... Yes indeedee. Amphibious ships have amphibious capability and it is very important. Does that mean that an AP will unload things like dual 16" CD guns and RADAR at smaller ports than a xAK could? If so, cool. Would the loading program assign heavy equipment to AP's instead of xAK's? Landing ships and craft (LST, barge, etc) will fully unload without restriction - they run up on the beach, drop the ramp, and everything gets off. All other ships have unload "rates", with amphib ships (APA/AKA and LSD/LSV) being the highest, navalized transport and cargo ships (AP/AK) next, and civilian (xAP/xAK types) lowest. These rates reflect the ability of the ship (cranes, unloading stations, well decks) and inherent landing craft (LCVP/barges down to whale boats). What can unload from each ship is a simple calculation between rate and adjusted load cost. This might indeed lead to some ridiculous unloads - like 16in CD guns from an APA - if the factors all line up correctly. Its the load cost of the device and the cargo capacity of the ship (and the rate, of course) that determine unloadability. Yes, the allocation and load routines will attempt to load ships properly. Troops into troop space, equipment into cargo space, heavy equipment (especially tanks) into AKA, LST, LSD/LSV, and finally AK/xAK. APA, AP, and xAP would be used for heavy equipment if their cargo capacity is sufficient and there's nothing better. AE expanded capacity types (aircraft, troop, cargo, liquid) and tries to use each appropriately. But it also tries to get the unit loaded/unloaded and will cut the odd corner. A few notes: - Always try and use the most appropriate ship. Amphib and landing ships for invasions or small friendly ports, merchants for major hauling pier-to-pier using major ports.
- Non-amphibious ships tend to cause higher casualties in landing forces. Actual losses, not disablements. You have have noticed the "lost in surf" type messages in AARs. Merchant freighters are especially bad.
- Amphbious TFs unload slower at small friendly ports than they do during amphibious invasions. They also generate less losses for unloading units and supplies. The hurry-up-we-need-it-ashore-now amphibious unload is replaced with a slower, calculated unload that reflects caution and carefully handling during actual unload and proper handling/storage on the beach.
- Naval Support is key. No matter how much you got, it ain't enough. It emulates shore parties for cargo handling (stevedores in ports), lighters, small amphibious vehicles, beach master, etc.
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