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 (meaning a strat square with an edge adjacent to an ocean
strat square) 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 sends the order, the loading will not take place. If the
transport group is in an ally-controlled harbor, the loading is
completed in the initial amphibious phase and the transport group
can move normally. If the transport group is anywhere else, the
loading is not completed until the final amphibious phase, and
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, or name of the off-map port, into
which it wants to unload as its only strategic move, in the first
box of strategic movement. If landing from harbor onto the GITM map,
it lands in the city tactical square. If landing from coastal waters
onto the GITM map, it must move into a strategic square which has an
edge adjacent to an ocean strat square, on the same sea area as the
coastal waters, and must enter 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). If a unit lands at a square which does
not touch an ocean square on edge or corner, which happens only at
ports up river estuaries, e.g. Matamoros, then it lands from the
"proper" direction, which at Matamoros means it lands on the east
edge. (Matamoros is thought to be the only such port. Contact the GA
if you plan to land at another.) If the transport group is in an
ally-controlled harbor, the unloading is completed in the initial
amphibious phase and the units and transports can move normally.
Otherwise, the unloading is not completed until the final amphibious
phase; the transport cannot do anything else on the turn of
unloading, and the landing unit may only move in tactical phase 5.
If the unit instead lands at an off-map port (Malta, Corfu, or
Caribbean ports) then the unit will move into garrison at that port,
which may result in either combat or capture of the port under the
appropriate circumstances. No other order is needed, or effective.
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 9-15-22.