R.K. Turner in Lunga Invasion

Uncommon Valor: Campaign for the South Pacific covers the campaigns for New Guinea, New Britain, New Ireland and the Solomon chain.

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Coleman
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Joined: Sun Jun 09, 2002 10:24 pm

R.K. Turner in Lunga Invasion

Post by Coleman »

I'm Allies in scenario #16 in early July. Richmond Kelly Turner appears as Phib commander HQ in Noumea. My question is: should Turner embark aboard a ship to take personal command of the Guadalcanal invasion force or should he remain in Noumea? I'd like to put him on a ship because that's what was done historically, but I'm not sure I'd gain anything by doing so. Is there any advantage? If not, I think he should have remained in the commander's pool so that I could assign him command of the task force that puts Vandergrift & co. on the beach. The manual states that ground units get an advantage being in company with an HQ (I assume Gen. Vandergrift will fill the bill nicely:) ) But what about the Navy. The commander's presence should improve the efforts of the TF by through the effects of the commander's ratings. Does Richmond Kelly Turner get underway or not? If not, how close to the action does he have to be to help troop/TF performance?
Black Cat
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Good Question !

Post by Black Cat »

I`d like to know more about that as well.
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Ron Saueracker
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I was thinking the same thing.

Post by Ron Saueracker »

This HQ thing has left my a bit confused. In hex, within a number of hexes etc.:confused:
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Coleman
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Post by Coleman »

Does no one have an answer:confused: If Turner has no effect on naval units I suggest that his shore command be terminated in the next patch so that he may be used as a task force commander.
Matrix/2by3 -- how about an answer?
Rob Roberson
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Post by Rob Roberson »

ITs the weekend give em some time.
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Raverdave
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Post by Raverdave »

Send him to sea! I hate seeing these remf's posing around Noumea, chatting up the Nurses, eating good food, having hot showers for crying-out loud! Sod it ! Send him to sea!:D
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Erik Rutins
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HQs...

Post by Erik Rutins »

Per the manual (p. 96), Division HQs provide a 20% bonus to Ground Combat for units they are in the same hex with. Corps HQs (such as Turner in III Amphibious) provide a 10% bonus to Ground Combat for units within six hexes.

Also, per p.97, ground units suffer disruption if not within 27 hexes of their HQ (unless assigned to a theater HQ). They also halve disruption after normal recovery if their HQ is in the same hex and the HQ passes a leadership test.

I believe there are various leadership/inspiration/ground combat skill checks built into these and other functions, but the above are the key factors and anything beyond that would require a look at the code. :)

Regards,

- Erik
Erik Rutins
CEO, Matrix Games LLC


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