If you build an AC or 2 transports on G1, the allies can both buy air and sink you unified navy in sz7 on UK2 and US2. If you really want to mess with the Allies in the Atlantic, you might want to try one of the following strategies (though they do come at a cost):
bid a sub in sz8 and kill the sz2 navy on G1 (you can combine this with a naval purchase on G1 and foregoing Egypt, sending the sz 14 fleet to sz 13, if you have the nerve) Buy something like bomber, fig, 5 inf or bomber, 8 inf and move your navy to sz 7 (add the sub in sz 8 or a possible bid unit for added effect). Because of the extra bomber, the UK will be hard-pressed to unify in sz 8 and hitting 5+ units in sz 7 is not really attractive either.Transports…
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Oh oh, what about just picking up the inf first in combat, dropping him off, and then in the NC take an arm and bridge it to another territory?
As an example, I take 1 inf, 1 arm from the UK, drop the inf off in combat to WEU, and then in NC land the arm in already UK-controlled Norway. Is that legal? That is the problem I am having because I don’t want to drop the arm off in combat, I just want to transport it.
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Once a TRN offloads, its move is OVER. So if you offload in Combat Movement, you have no more usage of the TRN that turn since its move (including use as a bridge) is already complete
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Unless the transport carrying it retreats from a naval battle, in which case it can’t unload. :-D
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The important things to remember here are these:
- Units can’t move during Combat Movement unless:
A) they’re attacking, or
B) they are sea units moving to avoid a battle.
So, if you load units onto a transport during Combat Movement, it means you are planning to use them in an amphibious assault this turn. If you’re not attacking with them, they must load during Noncombat Movement.
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Units that moved during Combat Movement can’t move during Noncombat Movement. (In LHTR, the exception to this is air units, which must move during NCM if they moved during CM, unless they’re fighters in the same sea zone with a carrier.)
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Once a transport unloads, its move is over. It may only unload into one territory.
If you remember these things, everything else pretty much takes care of itself.
- Units can’t move during Combat Movement unless:
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You can’t split your unload.
that sucks. everybody has been doing it incorrectly for years. Bridging was a standard move for NCM
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@Imperious:
You can’t split your unload.
that sucks. everybody has been doing it incorrectly for years. Bridging was a standard move for NCM
Note: I ain’t everybody. I bin doin it the RIGHT WAY!
none of this newfangled battery powered nonsense.
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Forget the term “bridging” exists. That word creates more errors and is a worthless description of using a transport to move units with no movement of the transport itself.
You can pick up and unload units without your transport moving from one sea zone to another (which is what “bridging” means). BUT, all units must offload to the same territory (either in combat or non-combat movement as folks have specified above).
The only exception to this in Revised is Lightning Assaults national advantage for Japan listed in the OOB rules.
You will find the “into one sea zone” restriction listed in LHTR in Appendix 1 under the description of Transport.
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That’s correct. It was legal in 2nd Edition. In Revised, however, “bridging” simply refers to moving units by transport without the transport actually moving. There are no special abilities granted to the transport or the transported units due to the fact that the transport doesn’t move.
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I’ve done some calculating and I think you would be safe to make a rule that if any nation parked 45 transports in the English chanel sea zone they could legaly bridge to Western Europe. This is based on the lenth of a standard liberty ship and the width of the english chanel at the strait of dover.
Just throwing that out there…
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I didn’t know liberty ships were a half mile long each. Learn something new everyday. ;)
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lol, it’s 245 my proofreading skills need work and this isn’t near as funny now.
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