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mart7x5
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Land based transports are not quite for the purpose of stacking units in them. They are particularly usefull for adding movement point or points to infantry units, which are best in attacking bases. I may write an article on that, but first need to complete some things in RL...
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Senethro
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Do fusion engines give rover transports 2 movement points? What other land transport units can you make?
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mart7x5
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quote: Originally posted by Senethro
Do fusion engines give rover transports 2 movement points? What other land transport units can you make? |
As far as I remember, there is nothing like that. "Transport" ability does actually minus 1 move point. Rover transports give no advantage compared to infantry chassis and actually cost more. hovertank transports have basic 2 move points. However elite units get the +1 move. Infantry elite land transport has 2 move points!
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Senethro
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Elite land transport has 2 move points?
Guys, I'm having an idea here. kk, how about this.
Drop elite land transports with a Nerve gas dude or Probe team inside. Lands 2squares outside the enemy base because it has an aerospace complex, crawls up to base and attacks all in one turn. Subsequent attackers might be able to capture.
Would the attacker suffer an airddrop penalty or would being in the transport mean it avoids the penalty.
How to make an elite land transport...
command centre + bioenhancement centre = commando. It can't accept monolith upgrades. (Q: can a scout be upgraded to drop infantry transport? Could a monolithed scout keep its elite status if upgrade is possible?) A few turns in power would get you the last morale level, or fundy/power for Gaians.
Edit: can land transports have a carrier deck? Drop choppers anyone?
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:20
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quote: Originally posted by Senethro
Guys, I'm having an idea here. kk, how about this.
Drop elite land transports with a Nerve gas dude or Probe team inside. Lands 2squares outside the enemy base because it has an aerospace complex, crawls up to base and attacks all in one turn. Subsequent attackers might be able to capture. |
Thats the idea. In an era pre airpower, an extra movement point can be a decided advantage. Even if the transport is not elite, an elite rover inside one can be a very very unpleasnat suprise for your enemies.
In the drop era, you outlined some possible tactics.
I don't use these units often but it is a big mistake to think they are worthless
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BlackCat
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quote: Originally posted by Senethro
Elite land transport has 2 move points?
Guys, I'm having an idea here. kk, how about this.
Drop elite land transports with a Nerve gas dude or Probe team inside. Lands 2squares outside the enemy base because it has an aerospace complex, crawls up to base and attacks all in one turn. Subsequent attackers might be able to capture.
Would the attacker suffer an airddrop penalty or would being in the transport mean it avoids the penalty.
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Sounds like a good idea, but there is one big problem - non combat drop units can't move after a drop and the transported unit are also considered to have used it's movement points, so no action from none of them after drop.
A better alternative would be chopper, gravship or air transporters. Units in choptrans doesn't suffer damage, so they can go pretty far although they have a max of 8 with a singular engine. Just remember one thing : don't use up all of the chop/air transporters movement. If that happen, the transported unit cannot be unloaded.
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Senethro
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I thought air transporters could only unload in cities?
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BlackCat
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quote: Originally posted by Senethro
I thought air transporters could only unload in cities? |
Nope, they can only load in cities, but they can unload in terrain.
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Senethro
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Oh darsnan, what files won't you edit?
CGN seems to be down right now. Some good SMACX resources but the 'poly is the best (only) active forum.
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BlackCat
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quote: Originally posted by #endgame
Well, you could make the transport a combat unit by giving it synthmetal armor. I don't think it's possible to upgrade to one, but if you build a commando synthmetal one, you could then monolith it.
As to unloading in air, it's a bug. I think with the rightclick menu you can force an unload from the air, but you're only meant to load/unload in cities. |
Quite right. That's the reason you should not use all of the transporters movements, that gives acces to the Action - Unload option wich you loose when fully moving the unit.
If it's a bug or not may be a matter of definition. IRL unloading of even heavy armoured units from an areoplane is actually done - I think that the French has made that a speciality of theirs. From a chopper, it should obviously be possible.
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BlackCat
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Somehow I think that this discussion is past the point where cost/benefit is an issue. I have difficulties in imagining that transporters are an advantage compared to choppers and drop units unless it's so late in the game that it doesn't matters.
The same with drop CP's - they are quite effective, but they are not available when they can make a critical difference. For me the stratetic battle is long over when airdrop is achieved, after that it is "just" a tactical issue.
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dacole
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ok so now there is a unit I have haveing trouble visualising even in the sci-fi world of alpha centauri. Exactly how would the units being carried in the missle survive the impact of the missle...? Had never thought of that idea though man what an interesting late game strategy will have to remember that!
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