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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:21
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OO, perhaps I'm missing something obvious, but how do you get 2 attacks out of that transport + infantry grunt combo? Also, you can only have the 4 movement points if you don't attack, otherwise just 3 + attack (assuming we want a full strength attack) - not that 3 MPs plus attack is all that shabby.
I've used the drop transports too, although IIRC, there are some limitations; I think that for sure probes, maybe all non-combattants and at least possibly all units lose their movement allowance once they have ridden on one of them.
Cargo planes, IIRC, while not having really great range for planes, do allow their passengers (except maybe probes, although I think them too) to move after the flight with their own movement points and they don't have to be at an airport to get off (although IIIRC perhaps the plane must have at least 1 MP left for the passenger to be able to get off, perhaps via the Unload - read Unparatrooper - command).
I am pretty sure that for at least the drop version of the transports, that the rover version only gets 1 MP of land movement, just like the infantry version, but nevertheless costs more, making it a poor choice.
Apparently my memory is not particularly good with these details, I only seem to remember some of the issues and areas of limited performance or economics, not exactly what applies to what.
They are useful in a niche sort of way, but I think that one would want to have them clean, otherwise I don't think they would be earning their upkeep very well.
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MariOne
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Erewhon in Neverland
May 1999 time: 06:21
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Og, there are a couple of drawbacks to your transports.
The first, minor one, is that you need some time to gear up and produce Elite units, even with Sparta. Transports would also lack the option to get the final morale upgrade at a monolith.
Analysing a dit deeper the performances of the two alternatives:
Without being Elite, the transport-passenger combo would move like a Rover, not faster. Mind, this happens only on the FINAL step, when you attack. *During the journey* a Rover will *always* travel at speed 2, while the transported infantry will have to sit in the transport travelling at speed 1...
At least you have the pros that you can *armor* the transport at a far lower cost than you'd armor a rover carrying also the passenger's weapon, and that if attacked that armed passenger would only suffer collateral damage in case the transport dies and will be unscathed if the transport survives - as opposed to getting *direct* damage if the rovers survives as a single unit, or dying altogether.
Also considering all those units Elite, the Rover will move at speed 3 during the whole journey, while the combo will move at speed 2, and benefit of the extra mp only when the passenger wakes up for the attack.
True, in case you continuously have to move AND attack in the same turn, the non-Elite units will behave the same (1 move and one hit), while the Elite combo has an advantage over the Elite Rover - 2 moves and TWO attacks (as long as the passenger never moves away from the transport) against 2 moves and one attack.
Also, the non-Elite Transport will suffer no speed loss if partially damaged.
The Elite transport will keep two moves up to 40% damage but won't be influenced by damage taken on by the passenger in his attacks - the Elite Rover will have a more smooth speed decay, IIRC it already goes down to 2 moves at 30% damage but can sustain up to 60% before going down to 1, but will grind slow even because of his own attacks damage...
In summary, the comparison is not really in favor of the combo: it all depends on the actual specific tactical situation you have to deploy them into.
For a long undistrubed journey and a single blow, the Rover would be preferable, especially (but not only) when all those units are not yet Elite.
In an attrition hit and run combat the combo finds a better effectiveness, even more if not elite and with an armored transport.
___
The second, major drawback:
SUPPORT.
You already are industrially challenged.
On top of that add that a combo costs DOUBLE the support of a single Rover....
You can' adopt the combo as a system, but only as a rare, specialist task-force, unitl you can gear up your faction productivity to afford more of them...
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jdm, I had analysed the drop-transports / movement issues, but I can't just reaccl offhand.
IIRC, a non-combat unit on a drop transport will just freeze on drop as if it had dropped itself - too bad for probes on drop transports! 
I can't recall for combat units on drop-transports, I think they were unaffected.
OTOH AirTransports are NOT supposed to unload their cargo outside of an (air)base: there is a *specific* game pop-up message denying that operation if you attempt to perform it with the mouse. You only succeed to do it if you go with the keyboard shortcut.
An evident "loophole" in firaxis programming - players have to decide game per game whether they want to allow that "feature" or consider it a cheat...
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