"Not enough remaining port capacity"

Gary Grigsby’s War in the West 1943-45 is the most ambitious and detailed computer wargame on the Western Front of World War II ever made. Starting with the Summer 1943 invasions of Sicily and Italy and proceeding through the invasions of France and the drive into Germany, War in the West brings you all the Allied campaigns in Western Europe and the capability to re-fight the Western Front according to your plan.

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sandman2575
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"Not enough remaining port capacity"

Post by sandman2575 »

I'm having a hell of a time trying to get supporting Corps HQs and other units on the beach to assist the Normandy landing. Limitations on troop-ships is one hurdle, but the major problem I'm finding is that I'm never sure if a transported unit is going to be able to unload in the destination port. It's not shortage of strat.movt. points -- the units have plenty. It's this constant "Not enough remaining port capacity" message.

I built 2 mulberries, which I thought were supposed to be Size 4 ports (with capacity = 60). However, they only show "26" capacity -- I guess this is due to damage? (They have 13 damage... which I would've guessed meant 13% damage, leaving me with 52 capacity -- but, no -?). And I have a couple of 30-capacity temporary ports.

Here's what I don't get. I was able to unload XXX Corps, with Transport Cost of 48K, in one of those 30-capacity ports. I just tried to unload XX US Corps, size 26K, in the 26-capcity Mulberry. But it will not let me. "Not enough remaining port capacity."

I seriously don't get this. It's like a shot in the dark -- 'is this going to be able to unload or not? no idea...'
GeneralDad
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RE: "Not enough remaining port capacity"

Post by GeneralDad »

When I invaded the three beaches south of Salerno the amphib TFs each created a size 30 temporary port. I stationed 3 divisions, two corps HQ and 5th army HQ just offshore. In the turn after the invasion I landed and unloaded all 6 units to reinforce the 3 divisions that had landed.

Transport costs - landed in pairs in one turn at the 3 size 30 ports:
Br V corps: 15891
8th Indian div: 10897/2510 (I don't know what the / means)
US VI Corps: 28223 (9 arty, 1 each armor/arm cav battalions, 8 AAA, 2 engr, 2 mortar, 3 TD)
45th US ID: 12944/2426
US 5th Army: 25027
9th US ID: 15161/2815

Note that all this stuff was pre-positioned one hex behind the invasion TFs - so they had a two hex move into the port on the landing turn. All 6 of these units unloaded the turn that they landed. I had air superiority directives over the landing force and the Luftwaffe was very small, so apparently I did not get much if any immediate port damage. OTH - I did not have Mulberries either so you should have bigger port capacity available. One turn later I landed the British near Taranto with a similar result.

I don't know if this helps you or not - but I have also found the "Not enough remaining port capacity" issue confusing. I have learned to spread out the supporting units among the HQs - but your XX corps transport costs are similar to mine so I think you have a similar load out. Size 30 ports seem able to unload a corps HQ and an ID in one turn - so a size 26 should still be able to handle the corps HQ. How far did you move the HQs on the turn that they were to unload? Maybe the "Not enough remaining port capacity" message is actually referring to not enough movement points left to unload and the game just sent you the wrong message.

GeneralDad


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Joel Billings
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RE: "Not enough remaining port capacity"

Post by Joel Billings »

You can unload units at temporary ports (beaches) without having to worry about unloading capacity. 26 capacity might not be enough for a unit that costs a little over 26,000 load cost (the 26 is the truncated value in thousands, so 26001 would be 26, but the unit might have a load cost of 26300, as an example). I'd need to see a save to have better idea of what's going on. But in any case, for those high load cost HQs stuffed full of support units, the only way to unload them may be at a temporary port.
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HMSWarspite
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RE: "Not enough remaining port capacity"

Post by HMSWarspite »

The other way to deal with HQs with huge amounts of SU is to move them on the 'hire purchase' principle. Move out the majority of the SU, either by sending them one at a time to valid HQs already overseas, or by using a 'stay at home HQ', then ship the lightened HQ. You can then reunite the SUs with their parent again. This mostly is an issue for AFHQ and SHAEF, possibly the AGs. I have however on occasion forgotten myself, preallocated all the extra support for (say Italy landings) to 5th or 8th Army HQ and been caught on moving the Armies. It is a bit tedious at times, but you'll pick it up. On the whole, with top HQs I don't ship them until most support units are in use anyway (they do fine moving with my 'strategic reserve SUs' - specialist artillery, and maybe one of every other type of unit: medium art, eng, construction, etc)
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sandman2575
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RE: "Not enough remaining port capacity"

Post by sandman2575 »

Appreciate all the helpful replies, gents.

In the "I wish I knew that beforehand" category -- I did not realize that freight shipping eats up port capacity (...I know, I know, 'RTFM'). Obviously it makes sense that it should, but was just not aware of this game mechanic. This must be why my Mulberries show "26" capacity instead of the expected "60" (minus damage). And my XX Corps HQ is 26K and change, so that added bit over 26,000 is preventing me from unloading.

And didn't understand the distinction between the 'temp. ports' and the 'mulberries' -- had I known that the temp. ports have the *advantage* over mulberries of not having unloading restrictions, I sure as hell would've waited to get more units on the beaches before building the mulberries. *sigh*
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