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Unit Transfers
Ground units do not teleport to where you need them. To reinforce a front or stage a push, you move units between control points, and they travel over a real route — by road, by sea, or by air — taking time and exposing themselves to attack on the way. This page explains how transfers work and how they tie into base capture and mission planning.
To transfer ground units, open the origin base's menu and pick a destination that has a safe path. The units then travel along an available transit route toward that destination at a rate of about one control point per turn. Routes are re-evaluated at the start of each turn, so an interrupted transfer can reroute if a path is still available. If a transfer is cancelled, the units are returned to inventory at their current location.
The system automatically chooses how to move each transfer, in priority order:
- Road (convoy) — units drive along the frontline road network as a convoy.
- Shipping (cargo ship) — units cross water on designated shipping lanes as a freighter.
- Airlift — units fly between airports; lowest priority because it ties up aircraft.
Road transfers spawn as convoys at the origin and drive on-road toward the destination. Convoys appear in the generated mission and are vulnerable to attack — interdicting an enemy convoy denies those reinforcements to its front line, which directly affects whether that sector can hold or advance (see Frontline Stances and Movement).
Sea transfers appear as a freighter following a shipping lane. Like convoys, ships can be attacked en route, and sinking one destroys the units it carries.
Air transfers move units between airports. Helicopters carry one unit; cargo planes carry up to two. Shooting down a transport aircraft destroys whatever it was carrying, so airlift is both the most flexible and the most fragile option.
Transfers are how you concentrate ground combat power where it matters. Capturing a base requires friendly ground units on it with the defenders cleared, so feeding units forward through transfers is a prerequisite for taking territory — see Base Capture. The same logic works defensively: reinforce a threatened sector before the enemy front reaches it.
Convoys and freighters in transit are live targets, which is why anti-ground and anti-shipping tasks exist — interdicting enemy reinforcements is a planned mission type, not an afterthought.
Airlift also connects to player tasking. Airlift and Air Assault mission tasks rely on the in-mission cargo/troop-transport scripting (CTLD) to load, carry, and deploy units, so those tasks need CTLD present in the generated mission. See Mission Planning for how these tasks are fragged.
414Ret — the 414th Joint Fighter Group's fork of DCS Retribution. Download the latest build · Repository · Upstream wiki
Getting started
Campaign mechanics
- Mission Planning
- Air Defense & the Air War
- IADS Engines: MANTIS & Skynet
- Frontline Stances & Movement
- Base Capture
- Squadrons & Pilots
- Unit Transfers
- Fast Forward & Performance
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- Fork Overview
- Fog of War & Recon
- TARPS Reconnaissance
- SCAR
- SOF & Commander Capture
- Combat SAR
- Electronic Warfare & ISR
- Troops In Contact
- Map Layers & Interface
- Drop-Spawn Placement
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