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4Transport
Transports are special ships used to move land units from one coastal territory or island to another. Transports cannot attack, but defend with a “1”.

One transport can carry up to 4 infantry or 2 tanks or 2 artillery or 2 nuclear missiles. They can also carry combinations of each.

In addition they can carry up to 2 air defense units which do not take up cargo space. These units will help defend the fleet against air attacks.

A transport can pick up cargo, move and unload all in the same turn. For example a transport could pick up two infantry units, move 1 space, pick up a tank, move another space and unload all in the same turn. All cargo must be dropped off at the same location, and once it unloads, its turn is over. All cargo must be on the coast at the beginning of the turn, and cannot move once unloaded. For example, tanks cannot move one space, and then get picked up by a transport, all in the same turn.

Any air defense units on board are able to defend against planes. Other cargo units are not able to attack or defend when loaded on the transport and cannot be used as hits. If the transport is sunk, all the cargo goes down with it.

Transports have no attack factor, but can be used as “cannon fodder” to take hits and be chosen as casualties over costlier, more valuable units. This applies to both sea battles and amphibious assaults. When conducting amphibious assaults, it is best to clear the sea zone of enemy ships before moving transports in. To do this, roll the sea battle first, and then roll the land battle separately, but in the same turn.

If you fail to clear the zone, you still have the option of rushing your transports through the enemy controlled waters and onto the beaches.

Transports, unlike other ships, can move through enemy controlled waters. When this happens though, all defending sea & air units roll one round of counter-attack using their defense capabilities. Any transport hit goes down with its cargo. The surviving ships are free to pass through. If using this maneuver for an amphibious assault, transports would still be susceptible to any possible coastal defense, but would then drop off their cargo and could be used as cannon fodder during the assault.

Following the battle, any surviving transports are automatically removed from the board if they are sitting in enemy controlled waters.

Bridging: Transports have the ability to carry and drop off two loads of cargo in the same turn if it can do so without moving. For instance, a transport sitting off the coast of France could transport two loads of cargo to England. This maneuver is only possible during the non-combat movement phase and only applies if the transport was not used that turn.

Cost: 8
Movement: 2
Attack: 0
Defend: 1

Type: Sea
Class: transport


User Analysis:
13: Colonel Activity Level Medium.
Last login: Wednesday 09/08 10:51:00 PM
Ave hours to take turn: 7 Colonel SerionaDue to the new rule set you cannot place units directly on the transport unless attached to a factory however I have not tested if it will allow you to due it off an ally.