Transportation

**Transportation** is a gameplay mechanic in Field Commander.

## How it functions

Infantries can be moved quickly and sometimes in larger numbers with transport vehicles. A variety of such vehicles exist for land, sea and air. An infantry can be loaded when a transport is in a square adjacent to the infantry unit. Highlight the desired unit you want to transport and press X. Select 'Load' from the menu and a green loading reticule will appear on the transport. If there is more than one such vehicle near the infantry, you can select which to load the unit onto using the D-pad. Press X again when the transport is selected and the infantry will board it.

Transports can travel faster than infantries, carry multiple soldiers (except Scouts) and provide some protection for the cargo in transit. Sea transports can carry not only troops, but also all kinds of ground vehicles.

Transporting units is essential where the enemy's base is a long distance away from the player's base, or if the player desires to capture buildings that are located on remote islands. It is also useful if the player simply wants to move troops as fast as possible.

* **Truck**: Can transport 2 infantry
* **Scout**: Can transport 1 infantry
* **Utility Helicopter**: Can transport 2 infantry
* **Transport**: Can transport 2 land vehicles, 2 infantry or 1 infantry and 1 vehicle. This can be compounded by loading a Transport with 2 Trucks, each of which is filled with 2 infantry, meaning that the player has a total of 4 troops in transit.

## Unloading infantry

Infantries can be dropped off a transport by selecting the 'drop unit' option from the transport's action menu. If the vehicle in question has more than one unit, you will need to select which unit you want to drop off and unload them separately. Only one unit can occupy a single space, which requires you to unload any additional units to separate spaces adjacent to the transport. Units can only be unloaded on valid terrain and sea transports can only unload onto beaches.

## Advantages

* Players can seize control of buildings that are far away from one's base.
* Players can have 4 troops capture buildings if transporting them on water.
* Scouts have a massive movement range, which can be further increased if the player uses the Long Shots, Conquerors or Widowers (or their Shadow Nation counterparts).
* Snipers can be told to enter stealth and then transported while cloaked.
* Even if there are no bodies of water, transporting infantry is much more effective than ordering them to move on foot, especially if the Card Sharks and/or Butchers divisions are being used.

## Limitations

* Without any weapons, even for self defense, transportation vehicles are completely vulnerable against enemy attacks.
* If a Transport carrying 4 infantry (or for example, one loaded with a Tank and a Rocket Launcher) is attacked and sunk, all the units in transit are destroyed as well.
* Utility Helicopters and Scouts have limited fuel, unlike Trucks and Transports.
* Wheeled vehicles, like Trucks and Scouts will have a horrendous time navigating terrains like Swamps and Forests. Forests must be destroyed to allow clear passage.
* Units can only be unloaded on valid terrain. For example, Transports are only ever able to drop their cargo on Beaches.
* No units can traverse a Teton.
* Loading a unit into a vehicle, or dropping it off, counts as a turn.