Transfer

The transfer always is handled 1 subformation type at a time.

Transfer can be done on “own movement” or by using the transfer capacity points (land/navy/rail) of the sending or receiving HQ. If no HQ is involved in a transfer from one unit to another only “own movement” is possible.

“Own movement” transfer is basicly identical to normal movement except for the fact that its impossible to travel through enemy controlled hexes or beyond the AP range of the subformation being transferred.

Supplies can be transferred from HQs as well. But only to other HQs and naval units.

Maximum range you can transfer to is based on movement type rulevar start for land capacity points, rulevar 1 for naval capacity points and rulevar 2 for rail capacity points. The maximum AP distance travelled over the map by specified landscape type is rulevar 78.

Rulevar 509 can be used to disable rail transfer.

Rulevar 519 can be used to disable transfers all together.

The weight of supply for cost calculations is stored in rulevar 33

Fuel needs

Using capacity points can require fuel.

If rulevar 851 is active it costs this rulevar 852x the specified resource per 1000 CAP points used.

If rulevar 853 is active it costs this rulevar 854x the specified resource per 1000 CAP points used.

If rulevar 855 is active it costs this rulevar 856x the specified resource per 1000 CAP points used.

Anti Supply Dammage

Transfers are subject to anti-supply dammage if they are not done on “own power”. This will cause losses to the transferred subformation but also to the subformations providing the transfer capacity points in the HQ that is facilitating the transfer.

Aircraft Carrier limitation

You cannot transfer more aircraft to a unit in a hex without airbase then its carrier points allow.

Effects from transfer

The entrenchment level of transferred troops is put back to the minimum.

Supply consume, offensive mods, defensive mods, readiness, morale is averaged out if <subformation type + people> transferred already exists in target unit.

Supply storage is taken along. But not excess supply of course.

Readiness is modified by rulevar 49 if troops are transferred to a unit with the same HQ and modified by rulevar 50 if troops are transferred to a unit with another or no HQ.

If staff is transferred it always loses some experience based on rulevar 36 OR if non-staff troops are transferred to a unit with a different HQ then the staff of that HQ loses some experience based on rulevar 36.

The event specified in rulevar 843 is called.

AP and EP are kept if the transfer is in own hex.

EP is lost if transferred outside own hex.

AP is lost if not transferred on own power and partially lost if transferred on own power.

 
transfer.txt · Last modified: 2016/02/26 18:24 (external edit)
 
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