Conducting Amphibious Landings in NWOL
NWOL offers players the ability to load land units into transport
groups, sail them across water, and land them. Doing so requires
players to coordinate their actions in both GITM and PATE. This page
explains how to conduct an amphibious landing in both modules.
The first step is to procure sufficient transports. Transport groups
are rated by capacity, from 1,000 to 20,000. The amount of capacity
required depends on the number and strength of the land units to be
transported. Infantry units take up one capacity space per man of
strength; cavalry takes up 3
spaces per man; artillery takes up 2 spaces per man. An infantry or
cavalry unit with an attached battery counts 100 men as artillerists.
For example, an
infantry brigade of 3500 men and no batteries takes up 3500 capacity,
but a brigade of 3500 men and 1 battery takes up 3600 capacity; 100
artillerists take 200 capacity, and 3400 infantry take 3400. Similarly,
a cavalry brigade of 1500 men and no battery takes up 4500
capacity, but one of 1500 men and a battery takes up 1400*3 + 100*2 =
4400 capacity. An artillery
brigade of 300 men and 3 batteries takes up 600 capacity. Army HQs take
up 250 space, corps HQs take up 500 capacity plus 20 for each supply
carried. Example: A landing force of 4 brigades of infantry with 3000
men each, 1 brigade of cavalry with 1250 men, 1 brigade of artillery
with 400 men and 4 batteries, and a CQ carrying 8 supplies requires
4*3000 + 3*1250 + 2*400 + 500 + 8*20 = 12,000 + 3750 + 800 + 500 +
160 = 17,210 transport capacity to carry it. This can be provided by a
single transport group with 17,210 or greater capacity, or by multiple
groups whose total capacity is 17,210 or greater. If multiple groups
are used, each transport group must have enough capacity to carry the
units assigned to it. In the example, to load two infantry brigades and
the cavalry brigade on one transport would require 9,750 capacity, and
to load the other two infantry brigades, the artillery, and the CQ on
another would require 7,460 capacity. If two transports groups are in
the same location and tactical location, you can transfer capacity
between them freely. If you had one transport group of 11,000 capacity
and another of 7,000 capacity, you could move them together, then
transfer 500 capacity from the first group to the second in order to
load the units.
The second step is to move the transports to the right place to load
the units. If the units are in the strategic square of a city which is
also a port on the GITM map, then if no enemy unit is present in the
strategic square, the transport may be in either the harbor of the port
or the coastal waters of the port. If there is an enemy unit present,
then if the units are in the city tactical square, the transport must
be in the harbor, and if the units are not in the city tactical square,
the transport must be in the coastal waters. If the units are not in
the port, but in a strategic square on the coast of the same
sea area that the port is on, then the transports must be in the
coastal waters of the port on the GITM map. Units in strategic squares
with hill or mountain terrain may not load. There is an Excel
map
available showing where transports must be to load troops from any
particular GITM square, and a text list
of all coastal squares in GITM and the matching sea areas, which you
should consult any time you load
troops. Example. To load troops from B6-U6 (the port city of Brest) the
transport must be in the coastal waters or the harbor of
Brest on the PATE map (depending on where the units are and whether
any enemy units are in B6-U6). To load troops from B7-U5 or C0-U5, the
transport must be in the coastal waters of Ajaccio, since these squares
are nearer Brest than any other port on the English Channel coast. To
load troops from C1-U5, the transports must be in the coastal waters of
Cherbourg (which is at C5-U1) because C1-U5 is closer to Cherbourg
(four squares away) than it is to Brest (five squares away). To
load from B8-U8, the transports must be in the coastal waters of Nantes
(which is at C5-V1), even through Brest is closer, because B8-U8 is on
the Bay of Biscay coast, and Brest is not (and Nantes is).
The third step is to load the units onto the transports. Both the units
and the transports must send orders to do this. The transports must
send an order to load units, and must list each unit that is loading on
the transports. If the transport is loading more than one unit, then
separate the unit IDs with spaces (not commas). The units must send an
order with the ship ID of the transport group (eg, FR1TR) as the first
and only square of strategic movement. Both the unit and the transport
must send orders; this is to ensure that the loading does not take
place unless both the unit command and the transport commander want it
done. This is necessary because neutral and even hostile units may be
loaded onto transports. If only one of the two units sends the order,
the loading will not take place. Neither the unit nor the transport
group can do anything else on the turn of loading.
The fourth step is to sail the transports to the right place to unload
the units. The rules for location are exactly the same as they are for
loading locations. To unload in a port city tac square on the GITM map,
the transport must be in the port harbor, or if no enemy units are in
the port city strategic square, the transport can be in the coastal
waters. To unload into a port city strategic square but not its tac
square, the transport must be in the coastal waters, of if no enemy
unit is in the port city strategic square, the transport can be in the
harbor. To unload into a strategic square other than the
port city the transport must be in the
coastal waters of the nearest port that is on the same sea area as the
unloading square. Units may not unload into strategic squares with hill
or mountain terrain. The Excel
map
and text list show the relevant sea
area for each GITM square.
The fifth step is to unload the units from the transports. Both the
units and the transports must send orders. The transports must send
orders to unload units, listing each unit being unloaded, separated by
spaces if there are more than one. The unit must send an order with the
GITM strategic square into which it wants to unload as its only
strategic move. Its entry must occur along an edge of the tactical map
which is adjacent to an ocean square on the strategic map. Example: A
unit landing at B9-T9 enters on the south map edge, because the
adjacent ocean square B9-U0 is south of B9-T9. A unit landing at C0-T9
can enter on either the south edge or the east edge, since there are
ocean squares adjacent on both those sides of C0-T9 (at C1-T9 and C0-U0
respectively). A unit landing at B7-U1 can enter on the south, east, or
west edge, since that square has oceans on those three sides (all but
north). The transport cannot do anything else on the turn of
unloading; the landing unit may move in tactical phase 5.
It is also possible to load and unload supplies from transports. A
transport that is in the harbor of a port may unload supplies directly
into the port city in GITM, up to the number of supplies that it can
carry. It may move on the same turn that it does so. To unload supplies
into a port, a transport in a harbor need only order to unload the
desired number of supplies; they will be automatically deposited into
the city.
A transport that
is in a port (harbor or coastal waters) can also unload supplies to a
CQ;
this type of unloading is limited to 1 supply per 500 capacity of the
transport group (example: a transport with 4000 capacity can unload 8
supplies per turn into a CQ). The transport must not have move orders,
and the CQ must not have strategic movement orders; if one or both do,
then the supply load/unload is cancelled and the movement orders are
used. To unload supplies, the CQ must be in a position from which it
could
board the transport. To unload supplies into a CQ, the transport issues
an order to unload the number of supplies it wishes to unload, and the
CQ lists the transport as its supply source in its orders. For example,
if BR1TR with 5000 capacity was in the coastal waters of Cherbourg, and
BR2CQ was at C4-U2, then BR1TR would
issue an order to unload 10 supplies, and BR1CQ would issue an order to
draw 10 supplies with BR1TR as its supply source.
Maintained by Stephen Schmidt.
Last updated 12-28-07.