Transports, also known as Transport Boats, belong to the category of ground units but are specifically designed for missions on water. They activate once moving a ground unit to a body of water, and are deactivated once landing. Their primary role is to carry army units across bodies of water, enabling overseas operations and supporting amphibious assaults.
However, transports are vulnerable to various threats, particularly from submarines and battleships, making them susceptible to potential danger. While other maritime warships like destroyers and frigates are usable to sink transport boats, but may not possess the full capability to effectively neutralize convoys carrying a significant number of ground units unless they are equipped with naval technology or trained with adequate military experience.
Ground units embarked on transports experience a reduction in their combat attributes. Additionally, upkeeping transports cost 3x more than while the units are on land.
Strengths and Weaknesses
Counters
- Other transports
Weak Against
- Submarine
- Battleship
- Frigate
- Destroyer
- Aircraft Carrier
- Attacker
- Bomber
- Fighter
- Ground units stationed on land (if division size and experience are sufficient)
Trivia
- Support units such as the artillery and anti aircraft do not operate while on a transport boat.
- Transport boats lifting a large number of ground units, particularly infantry and tanks, have the potential to sink a naval warship, though it is challenging.
- Ground units on transports move slower than their land counterparts.
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Units | ||
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Army | Primary | Infantry • Tanks • Home Guard |
Support | Artillery • Anti Aircraft | |
Navy | Escort | Destroyer • Frigate • Transport Boat |
Capital | Battleship • Aircraft Carrier | |
Underwater | Submarine | |
Air Force | Fighter • Attacker • Bomber • Transport Aircraft | |
Nuclear | Nuke | |
April Fools | Nuke (April Fools) • Space Units |
Mechanics | ||
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Strategic | Doctrines • Operations • Attrition • Entrenchment • Flanking • Auto Capture | |
Leadership | Military Leaders • Traits • Political Leaders | |
Logistics | Manpower • Experience • Military Power • Conscription Laws • Readiness • Military Spending • Recruitment Centers • Reinforcements | |
Other | Technology • War Exhaustion • War • War Justification • Skins |