HQ range

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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laugi
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HQ range

Post by laugi »

just need a clarification, when a HQ have a range of one does it mean the hexe the HQ is on or one hexe from the HQ hexe?
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Kumppi
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RE: HQ range

Post by Kumppi »

The hex the HQ is on.
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BigJ62
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RE: HQ range

Post by BigJ62 »

One hex from the HQ.
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Kumppi
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RE: HQ range

Post by Kumppi »

I stand corrected.
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Blackhorse
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RE: HQ range

Post by Blackhorse »

ORIGINAL: BigJ62

One hex from the HQ.

He's right. This is a change from WitP.
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pompack
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RE: HQ range

Post by pompack »

ORIGINAL: Blackhorse

ORIGINAL: BigJ62

One hex from the HQ.

He's right. This is a change from WitP.


Outstanding! [&o]

I didn't know that!!
Rexor
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RE: HQ range

Post by Rexor »

OK, I'm piggy-backing on this thread because I can't seem to get an answer on this. Is there any point at all to land HQs besides giving combat bonuses to all LCUs in range? Also, is there any point to Naval HQs besides hastening the repair of ship damage? In other words, besides air assets, why worry at all about which HQs your units and bases are attached to? Can somebody please give me a clue here?
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pompack
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RE: HQ range

Post by pompack »

ORIGINAL: Rexor

OK, I'm piggy-backing on this thread because I can't seem to get an answer on this. Is there any point at all to land HQs besides giving combat bonuses to all LCUs in range? Also, is there any point to Naval HQs besides hastening the repair of ship damage? In other words, besides air assets, why worry at all about which HQs your units and bases are attached to? Can somebody please give me a clue here?

First, HQs are very importent for supply distribution, air replacements, combat bonuses, ... Basically there are too many reasons to list them all.

So yes, there are a lot of points [:D]

But that is a completely separate issue from HQ assignment. Other than transfer of units assigned to restricted HQs, I have found no reason to spend the points to maintain a close unit/HQ relationship. That was true in WitP and as near as I have been able to tell, it is true in AE as well. If I am wrong, I wish someone would explain it to me as well

Rexor
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RE: HQ range

Post by Rexor »

ORIGINAL: pompack

ORIGINAL: Rexor

OK, I'm piggy-backing on this thread because I can't seem to get an answer on this. Is there any point at all to land HQs besides giving combat bonuses to all LCUs in range? Also, is there any point to Naval HQs besides hastening the repair of ship damage? In other words, besides air assets, why worry at all about which HQs your units and bases are attached to? Can somebody please give me a clue here?

First, HQs are very importent for supply distribution, air replacements, combat bonuses, ... Basically there are too many reasons to list them all.

So yes, there are a lot of points [:D]

But that is a completely separate issue from HQ assignment. Other than transfer of units assigned to restricted HQs, I have found no reason to spend the points to maintain a close unit/HQ relationship. That was true in WitP and as near as I have been able to tell, it is true in AE as well. If I am wrong, I wish someone would explain it to me as well


Pompack! Thanks so much for your reply. I must admit, despite all the complexity in this game, the only element that seems completely ridiculous is the HQ system. Basically, all the noise over which units are attached to which HQs (aside from Restricted HQs) is just that--noise. I could have every unit in the game under a single HQ and, besides PP costs, it matters not a bit. The other HQs, despite having no units actually attached to them, would still offer bonuses to LCUs in combat, and the naval HQs would still offer bonuses to ship repair.

In other words: Aside from immediate bonuses to nearby units, Ignore HQs. Literally. Their place in the command structure is nil.

Why bother rearranging units (again, aside from disconnecting them from restricted HQs)? If the design argument for this is "we wanted to avoid too much micromanagement," are you kidding? This is a game tailor-made for micromanagers. Dismissing my HQs as little more than local force multipliers is, for a game of this depth, preposterous.

Does anyone else feel this way, or am I just whining?
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medicff
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RE: HQ range

Post by medicff »

Not sure regarding unit bonuses but Air HQ that are the same command as the BASE that they are at will give their entire "range" for unit administration overstacking vs 1/2 of HQ without the same command as BASE. Anyone else know of any other effects of HQ being same as command or units?
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