Thank you for the prompt reply!
I’m not thinking unlimited units just the maximum of two allocated per transport.
It’s just slightly confusing and seems to defy logic because the initially unloaded transport used both of its movement points to get to SZ29.
One would think that all future movement related actions would end there other than unloading units into a single territory (if it were loaded) as you can’t unload into more than one territory.
Movement points for transports are unrelated to their ability to transport units. Let’s break this down, so that we all might see better.
For discussions’ sake, let us say that every transport has 2 upload capacity, 1 download capacity, 2 carry capacity, and 2 movement points.
Transport A loads 1 infantry in current sea zone (using 1st upload and 1st carry), moves to neighboring sea zone (using 1st movement point), loads 1 artillery in neighboring sea zone (using 2nd upload and 2nd carry), moves to other neighboring sea zone, (using 2nd movement point), and then unloads all cargo onto land zone boarding other neighboring sea zone (using 1st download). Transport A stops all activity for the turn here.
Transport B moves to neighboring sea zone (using 1st movement point), moves to other neighboring sea zone, (using 2nd movement point), loads 2 infantry from land zone M boarding other neighboring sea zone (using 1st and 2nd upload and 1st and 2nd carry), and then unloads all cargo onto land zone N boarding other neighboring sea zone (using 1st download). Transport B stops all activity for the turn here.
As far as the game is concerned, there is no difference between what Transport A and Transport B did, excepting for the difference in the location(s) of the upload(s). At no point did either transport have more than 2 units aboard and both transports stopped their movement after unloading.
While most examples of transport use show load, move, and unload there is no mechanical difference between doing that and doing move, load, unload.
Clear as mud?