HQ's ? Are they worth it?

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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wworld7
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RE: HQ's ? Are they worth it?

Post by wworld7 »

ORIGINAL: freeboy

can amphib corps HQ be devided and still influece landings? Do they need to stay one one ship?
Can they influence two landings per above thanks

I may be wrong, but I do not believe you can get a mulitple bonus from one (1) HQ unit. Off the top of my head I do no know if you can divide them.
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freeboy
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RE: HQ's ? Are they worth it?

Post by freeboy »

but you can always see them in multiple ships and create units that way frags
So another ?, do these units, whole need to be in ONE ship?
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wwengr
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RE: HQ's ? Are they worth it?

Post by wwengr »

ORIGINAL: freeboy

can amphib corps HQ be devided and still influece landings? Do they need to stay one one ship?
Can they influence two landings per above thanks

If I recall correctly from previous discussions. Frags of HQ units perform no HQ function. They are nothing but support squads. The main unit performs the HQ function. Also, if I recall correctly, it does not matter how many frags have come out of the HQ unit, how disrupted the squads are, or how under-strength it is, the HQ has full HQ function.
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freeboy
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RE: HQ's ? Are they worth it?

Post by freeboy »

ok, does the whole unit need to go one one ship? to function in the support of invasion function/.?
thanks
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wwengr
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RE: HQ's ? Are they worth it?

Post by wwengr »

Also, a full strength Amhpib Force HQ is 180 support squads which are each 10 load points as squads (1800 load points total). It takes two Treasury Class Cutters to load one (each cutter has troop capacity = 900 load points). Each Blue Ridge Class has more than enough capacity.
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Q-Ball
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RE: HQ's ? Are they worth it?

Post by Q-Ball »

Wwengr, THANK YOU for the clarification. I was hazy myself, I will now pay more attention to where those HQs are, and who is leading them.

On NAVAL HQs, I am pretty sure that after Patch 2, they also greatly help port load/unload; correct? They have Naval Support squads, I think that part is now fixed.
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RE: HQ's ? Are they worth it?

Post by Central Blue »

ORIGINAL: wwengr

Command Headquarters -
  • If no Corps HQ is in range, then Command HQ acts as a corps HQ (see below).
  • If there is a Corps HQ present, and the Command HQ is within 2x its range, it provides a bonus of up to 90% of the Assault Value of attacking units.
  • The Land Skill and Inspiration ratings of the command HQ commander modifies the bonus, so the higher the ratings, the better.
  • Command HQ have lots of support, so they help reduce fatigue and disruption for units in the same hex.
  • Command HQ at a properly supplied base, can act as a source of replacements for Air Groups (with 20k supply present, if within range of the Air Group, Group gets replacements, if out of range, sub-unit is created at the Command HQ base... There are other ways for Air Replacements to happen)
  • Command HQ at a properly supplied base, can act as a source of replacements for Air Groups


Army Headquarters -
  • Helps with ground combat. Ground units in range can gain up to a 10% bonus to their Assault Value (whether attacking or defending).
  • The Land Skill and Inspiration ratings of the Army HQ commander modifies the bonus, so the higher the ratings, the better.
  • Army HQ have lots of support, so they help reduce fatigue and disruption for units in the same hex.

Corps Headquarters -
  • Helps with ground combat. Ground units in range can gain up to a 10% bonus to their Assault Value (whether attacking or defending).
  • The Land Skill and Inspiration ratings of the Corps HQ commander modifies the bonus, so the higher the ratings, the better.
  • Corps HQ have lots of support, so they help reduce fatigue and disruption for units in the same hex.

Amphibious Force Headquarters -
  • Helps amphibious invasions suffer fewer losses. Invasions land faster with less disruption.
  • They must be loaded in an AGC and present in the invasion hex.
  • Amphibious Corps HQ are not Amphibious Force HQ. They are just Corps HQ.
  • Amphibious Force HQ do not function as a Corps or Command HQ.
  • Amphibious Force HQ have lots of support, so they help reduce fatigue and disruption for units in the same hex (but you probably don't want to off-load it for this purpose).
  • Land Skill of the HQ Leader modifies the effectiveness of the HQ.

Naval Headquarters -
  • Helps to speed ship repair time.
  • Good to have in a base that perfoms a lot of repair, but potentially useful in a forward base used for rapid repair or a repair near combat to save badly damaged ships.
  • The qualities and skills of the HQ leader has no influence or bearing on the HQ function, so a Naval HQ is a good place for your stupidist, most incompetant admirals to become heros.

Air Headquarters -
  • Helps by allowing more aircraft to fly and allows more air units to be based at a base with this type of HQ, coordinating aircraft replacement/upgrades and supporting more groups at a base.
  • Air Group stacking at a base is improved by Air HQ. The best Air HQ of the same command as the base which is within range can add its command radius to the number of groups that can be administrated, or if not in the same command, the nearest HQ will add ½ its command radius to the number of groups.
  • Level bombers not located within an air HQ’s Command Radius will have their number of planes flying reduced by 25% for Offensive Missions.
  • All other air strike Missions by units outside an air HQ’s command radius will have the flying planes reduced by 10%.
  • Not sure if any of the leader qualities matter...

One thing I do wonder about is where to set the "Future Objective" for air and naval HQ's. Is it to the current base location, or to some future, or important objective?

All help is appreciated.
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freeboy
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RE: HQ's ? Are they worth it?

Post by freeboy »

Do u mean in an air hq? or ground?
I always assumed on ground the units and the HQ should match, but with an air u could have multiple units wit htargets, I gues true with ground..
Does it matter for command and is it different for higher order..
Boy I want someone to host a tutorial class sfor proper hq use!! thanks for the effort on making this stuff less fuzzy! SERIOUSLY THANKS[&o][&o][&o][&o][&o]
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Central Blue
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RE: HQ's ? Are they worth it?

Post by Central Blue »

ORIGINAL: freeboy

Do u mean in an air hq? or ground?
I always assumed on ground the units and the HQ should match, but with an air u could have multiple units wit htargets, I gues true with ground..
Does it matter for command and is it different for higher order..
Boy I want someone to host a tutorial class sfor proper hq use!! thanks for the effort on making this stuff less fuzzy! SERIOUSLY THANKS[&o][&o][&o][&o][&o]

I believe it is a big help to point Command, army, and corps HQ's to future objectives you wish to invade or defend. I am not so sure what you do if you have relocated the Asiatic Fleet to command a bunch of subs. Or what to do with air force HQ's that are attacking and defending a variety of hexes.

wwengr has been a very good resource on this topic, and I too thank him.
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wwengr
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RE: HQ's ? Are they worth it?

Post by wwengr »

ORIGINAL: Q-Ball

Wwengr, THANK YOU for the clarification. I was hazy myself, I will now pay more attention to where those HQs are, and who is leading them.

On NAVAL HQs, I am pretty sure that after Patch 2, they also greatly help port load/unload; correct? They have Naval Support squads, I think that part is now fixed.

Yes, that is true. I edited the original post to explain the types of support different HQ perform.
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wwengr
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RE: HQ's ? Are they worth it?

Post by wwengr »

Set Future Objective matters to a certain extent:
  • Effectiveness of Command, Army, and Corps HQ in Land Combat is modified by the planning level of HQ
  • All units, including HQ units combat value is modified by the level of planning for the hex that it is in
  • All units, including HQ units will increase experience through training if their planning value is equal to 100

Future Objective should be set to where you expect to fight. This is relatively low importance for Air and Naval HQ as it does not affect their HQ function.
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Oliver Heindorf
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RE: HQ's ? Are they worth it?

Post by Oliver Heindorf »

hey wwengr, thanks for your answers.

added to the bookmarks ! [&o]
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RE: HQ's ? Are they worth it?

Post by Central Blue »

ORIGINAL: wwengr

Set Future Objective matters to a certain extent:
  • Effectiveness of Command, Army, and Corps HQ in Land Combat is modified by the planning level of HQ
  • All units, including HQ units combat value is modified by the level of planning for the hex that it is in
  • All units, including HQ units will increase experience through training if their planning value is equal to 100

Future Objective should be set to where you expect to fight. This is relatively low importance for Air and Naval HQ as it does not affect their HQ function.

Thank you. You are a great help to this community.
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freeboy
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RE: HQ's ? Are they worth it?

Post by freeboy »

ok, lets talk navel HQ's does it matter what hq a ship is attached too?
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RE: HQ's ? Are they worth it?

Post by witpqs »

ORIGINAL: freeboy

ok, lets talk navel HQ's does it matter what hq a ship is attached too?

No. Assignment of ships to a naval HQ is purely for the convenience of the player (to help keep things straight).
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freeboy
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RE: HQ's ? Are they worth it?

Post by freeboy »

how does that keep things stright?
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Feinder
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RE: HQ's ? Are they worth it?

Post by Feinder »

No one has mentioned the 'pulling' of supplies by HQ units. This was a common use of HQ in WiTP and, I think, is also done in AE. Namely, HQ tend to attract supply movement towards them-makes resupply of units in front line combat more efficient

This can be critical by the way, including the part where command HQs try to pull 20k+ to their location.

Especailly, when you're trying to "pull" supplies to an inland base, where you're trying to operate bombers. Dumping lots of supplies onto an island or port (with a large AF for your bombers) is one thing. But if you've got an inland AF getting enough supplies to move inland to operate your bombers can be tough (altho this may be corrected in AE with the supply routing enhancements, I have no idea).

But real examples in my PBEM vs. Bilbow. Try to get (a lot of) supplies into Mytkima and Lashio and Ledo (all inland). Even if you hold the mighty port of Rangoon w/ 400k supplies, it's still tough to get supplies to these bases (and Ledo in on the India side). Now put 250x Commandos at each base, and watch your supply requirements go thru the roof. Except the supplies don't move. How to resolve?

AirHQs help -SOME-. They do pull more supplie than if none were present, which means you then fly more supplies into Chungking. But about half the time, the supplies are still red. How to rectify the situation?

Move a command HQ there (in my case, I had SEAC in Rangoon, and IndiCom Calcutta; I move them to Lashio and Ledo respectively). One other thing is needed however, I had to change the owndershp of the base (Lashio), to SEAC before it would pull 20k+ supplies.

So anyway, long story short (too late).

If you need supplies in a location, get a command HQ there, and make sure the base is assigned to that same command HQ. Now you have lots of supplies. Maybe you're trying to fly supplies over the hump. Maybe you're trying to fly a bunch of bombers. Maybe you're pushing an offensive. Get your command HQ on scene at the nearest city, either for your bombers, or for your advancing armies to draw from that nearest city.

Again, doesn't really matter if it's an island or port hex, because you dump supplies to heart's content. But if it's an inland base = critical.
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wwengr
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RE: HQ's ? Are they worth it?

Post by wwengr »

Nice! I edited the original post to include with Command HQ
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RE: HQ's ? Are they worth it?

Post by witpqs »

ORIGINAL: freeboy

how does that keep things stright?

Some players asked for it to help them allocate ships to different areas. I don't use it myself, but I can see how if you have several PBM's going it could be helpful, maybe especially so in multi-player games (2 by 2 or 3 by 3).
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wwengr
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RE: HQ's ? Are they worth it?

Post by wwengr »

ORIGINAL: witpqs

ORIGINAL: freeboy

how does that keep things stright?

Some players asked for it to help them allocate ships to different areas. I don't use it myself, but I can see how if you have several PBM's going it could be helpful, maybe especially so in multi-player games (2 by 2 or 3 by 3).

I like the new tracking features. You can assign ships to a headquarters for a specific purpose, then from teh ship screen, I can choose to view all ships assigned to that headquarters and use it as a management tool. Also, now I can name TF's so I can easily find them on the list. Reduces the hunting around on the map.
I have been inputting my orders for the campaign game first turn since July 4, 2009. I'm getting close. In another month or two, I might be able to run the turn!
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