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Unload - 11/22/2016 7:23:48 PM   
jallison86


Posts: 48
Joined: 7/28/2011
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Dumb question time...how do I unload units that are being transported by sea? I've loaded up an Italian unit and moved it across the Med. But the "unload" option on the transport is grayed out. What's up?

Thanks.

- Jeff
Post #: 1
RE: Unload - 11/22/2016 7:36:43 PM   
Hartmann

 

Posts: 888
Joined: 11/28/2000
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You have to unload it into a port city. For attacks (which allow you to land anywhere) you have to use the amphibian transport option which is more expensive.

(in reply to jallison86)
Post #: 2
RE: Unload - 11/22/2016 7:51:36 PM   
xwormwood


Posts: 1149
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From: Bremen, Germany
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The port need to have at least a supply level of 5 if you want to unload the transport the same turn you enter the port. Else the transport will have to rest one turn in port before you will be able to unload.

_____________________________

"You will be dead, so long as you refuse to die" (George MacDonald)

(in reply to Hartmann)
Post #: 3
RE: Unload - 11/22/2016 8:07:01 PM   
jallison86


Posts: 48
Joined: 7/28/2011
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Follow up dumb question...how do I tell which cities are ports? I actually did look in the manual and I don't see any map indicator that shows that a city is a port.

Thanks.

- Jeff

(in reply to xwormwood)
Post #: 4
RE: Unload - 11/22/2016 8:12:10 PM   
Hartmann

 

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There's a port hex next to the city.

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Post #: 5
RE: Unload - 11/22/2016 8:23:24 PM   
xwormwood


Posts: 1149
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From: Bremen, Germany
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Hard to believe, but may it be that the port symbol is currently not explained within the manual?

Anyway, watch out for this symbol on the map (with a tiny blue anchor):




Attachment (1)

_____________________________

"You will be dead, so long as you refuse to die" (George MacDonald)

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Post #: 6
RE: Unload - 11/22/2016 9:19:26 PM   
Templer_12


Posts: 1700
Joined: 1/5/2009
From: Germany
Status: offline
The port symbol.
My first guess was, this symbol stands for coastal artillery.

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Post #: 7
RE: Unload - 11/22/2016 9:24:39 PM   
jallison86


Posts: 48
Joined: 7/28/2011
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Ah, the tiny blue anchor. Now that I see it, it makes sense. And no, I don't see it in the manual. Thanks!

- Jeff

(in reply to Templer_12)
Post #: 8
RE: Unload - 11/23/2016 1:28:39 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
Don't forget your mouse-overs

[Custom graphics, but a Port is still a Port]




Attachment (1)

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Post #: 9
RE: Unload - 11/23/2016 2:57:12 AM   
pmarvin

 

Posts: 19
Joined: 10/11/2004
Status: offline
So how to take Malta?

I bombard from ships and planes, then approach with a Corps unit on amphibious transport. I can left-click on Malta and sometimes hear/see an explosion. But in no case is the "unload" choice not grayed out and unavailable.

What's the process for attacking the AA unit on Malta?

(in reply to sPzAbt653)
Post #: 10
RE: Unload - 11/23/2016 8:24:02 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
quote:

So how to take Malta?

Wow this question comes up a lot, but rightfully so. See for some suggestions:
http://www.matrixgames.com/forums/tm.asp?m=4185512




Attachment (1)

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Post #: 11
RE: Unload - 11/23/2016 8:29:15 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
I will suggest that the above is overkill. I could have done with less aircraft and added one HQ for better results.

You need to bomb Malta til it is at 0 [BB's work best].
You need to block the port supply [Sub's work best].
Then you need to bomb the AA unit to smithereens [Tactical Bombers work best].
Once the AA unit evaporates, drop the Para onto Malta for VICTORY !

This may take two turns, or possibly three turns. More if the Allies get naval and airpower involved.

(in reply to sPzAbt653)
Post #: 12
RE: Unload - 11/23/2016 8:43:59 AM   
Hartmann

 

Posts: 888
Joined: 11/28/2000
Status: offline

quote:

ORIGINAL: sPzAbt653

Don't forget your mouse-overs

[Custom graphics, but a Port is still a Port]





I like the custom graphics you got for the Nato counters - where can we get those?

(in reply to sPzAbt653)
Post #: 13
RE: Unload - 11/23/2016 9:04:55 AM   
sPzAbt653


Posts: 9511
Joined: 5/3/2007
From: east coast, usa
Status: offline
Well, I've been thinking that when I am happy with the mod I will post it on DropBox. That doesn't help you much [the mod is much more than graphics] because then you would have to figure out which ones you like and pull them out and put them in the right place. Or I could pull out all the graphics and put them in a separate zip.

(in reply to Hartmann)
Post #: 14
RE: Unload - 11/23/2016 9:14:31 AM   
Hartmann

 

Posts: 888
Joined: 11/28/2000
Status: offline
quote:

ORIGINAL: sPzAbt653

Well, I've been thinking that when I am happy with the mod I will post it on DropBox. That doesn't help you much [the mod is much more than graphics] because then you would have to figure out which ones you like and pull them out and put them in the right place. Or I could pull out all the graphics and put them in a separate zip.


Yeah, if you'd upload the mod and have a separate zip for the graphics that would be cool. :) Anyway, great job on those custom counters. I like to play with nato counters in this game (with 3D units the screen looks too cluttered for my taste), but the simple colour coding for the different air units in the base game is a bit unergonomic.

< Message edited by Hartmann -- 11/23/2016 9:16:18 AM >

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Post #: 15
RE: Unload - 11/23/2016 1:59:13 PM   
AstroCat


Posts: 440
Joined: 7/31/2003
Status: offline
Graphics would be fun to play around with. :)

(in reply to Hartmann)
Post #: 16
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