HQ question

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Dili
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Joined: Fri Sep 10, 2004 4:33 pm

HQ question

Post by Dili »

I am trying to understand the way HQs work.

In game what would be the advantage of putting a Corps HQ under an Army HQ instead directly of a Strategic Command Area/Front Army?


Are Naval Commands only worth helping repair ships and speeding ship loading unloading?
el cid again
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RE: HQ question

Post by el cid again »

This is a difficult matter.

The game seems to have two different sets of rules - one for players - one for itself.

AI will assign commands not on the command list we can pick from? Why is not understood by programmers either - and might not be understandable. [After many months reading code, a programmer said, "I thought I had a handle on how this worked - then I read a line that totally turned that around"]

But it is clear that game HQ are NOTHING like real HQ. They do not have a "chain of command" and they do not do things a real HQ would do.

But SOME HQ have special functions. Notably Air HQ will coordinate air strikes within their command radius.
And the few strategic HQ on our list (the list you can pick from as a player) do some coordination of logistics in the command region. For that reason, we are supposed to assign things to those HQ for proper functioning of code during turn execution.

MAINLY HQ ONLY provide support IN THEIR HEX. NAVAL HQ may help with repairs IN THEIR HEX.

Sorry. Wish it were different, more sophisticated, more clear. It isn't.
Dili
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RE: HQ question

Post by Dili »

Thanks. Yes i suppose when we a assign a base to a command that will influence logistics, maybe give a bonus to units from that command, i suppose an Unit from Southeast Fleet will have a logistical benefit in a Southeast Fleet base.
 
Your point about Hex means that range has no influence for ground ops?
 
 
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Fletcher
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RE: HQ question

Post by Fletcher »

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Nikademus
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RE: HQ question

Post by Nikademus »

ORIGINAL: Dili

I am trying to understand the way HQs work.

In game what would be the advantage of putting a Corps HQ under an Army HQ instead directly of a Strategic Command Area/Front Army?

Front line HQ's like Army or Corp HQ's work the same way and are designed to provide direct support to combat ops in the hex your fighting a major ground attack. The presence alone of the HQ gives your assault value a bonus and the preperatoin points accumulated also assist well in how well they fight (as expressed in the modified combat odds)

Strategic (or rear area) HQ's if in range of the combat hex (2 x the stated command range of the high level HQ) can also help the die rolls if front line HQ's are absent but their primary value is administrative. They draw supply to them if connected to a larger land mass with multiple bases and assist in the recovery of damaged LCU's.
Are Naval Commands only worth helping repair ships and speeding ship loading unloading?

Naval command HQ's help with naval ship repairs. They won't speed up loading or unloading and usually are best left at major base hubs with large port values. Amphibous HQ's are special HQ's that load onto amphibious command ships and are meant to sail in company with other invaison TF's. If present at the invasion site their prep points will reduce disablements on landing on an enemy beach.
Dili
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Joined: Fri Sep 10, 2004 4:33 pm

RE: HQ question

Post by Dili »

Thank you both. So Army HQs and Corps HQ have same function, well at least for most scenarios, and should be classified as (0) type. Instead Theatre Commands that manage supply/logistics should be classified as Command(100) type. Command(100) type are also the HQ that should have bases/cities ownership.
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