Burma
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
Burma
Out of curiosity, what happens to units under Burma Command HQ when the HQ goes away? Do they stay under Burma command or do they revert to the HQ Burma was under (which would be ABDA which also goes away). Just wondering. Never played allied that far.
RE: Burma
They don't have to be.. you can löeave them as Burma Command units Evan when you got no Burma Hq.
RE: Burma
Clarification - they don't automatically reassign to another HQ, you have to do it yourself. If you want to.
"Grown ups are what's left when skool is finished."
"History started badly and hav been geting steadily worse."
- Nigel Molesworth.
"History started badly and hav been geting steadily worse."
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RE: Burma
Dont want to, was wondering if they did was all. Just wanted to make sure any ABDA units didnt suddenly revert to Australia command for example meaning I would have to reassign them all over again to transport by sea is all. Used to playing the Japs where you dont have any land units go away on you.
- Rob Brennan UK
- Posts: 3685
- Joined: Sat Aug 24, 2002 8:36 pm
- Location: London UK
RE: Burma
As far as i can tell there are 2 types of command.
1) restricted
2) unrestricted
any unit assigned to an unrestricted command is a normal unit for game purposes and can still benefit from nearby HQ's even if not under thier direct control. Basically HQ doesn't matter a jot. Save you PP's for something useful unless you like tidying up the battlefield [;)]
1) restricted
2) unrestricted
any unit assigned to an unrestricted command is a normal unit for game purposes and can still benefit from nearby HQ's even if not under thier direct control. Basically HQ doesn't matter a jot. Save you PP's for something useful unless you like tidying up the battlefield [;)]
sorry for the spelling . English is my main language , I just can't type . and i'm too lazy to edit 
RE: Burma
[&:] i thought the "ownership" of the HQ didn't matter - i.e. you could have a NorPac unit under a CenPac Corps HQ command radius and get the bonuses... it was certainly this way in regular WITP, and i thought they couldn't/didn't change it for AE, but i could be wrong.ORIGINAL: CV2
HQ does actually matter. There is a bonus to a ground units strength if it is within command range of its HQ and another bonus if within 2x the command range of its HQs HQ.
RE: Burma
ORIGINAL: rtrapasso
[&:] i thought the "ownership" of the HQ didn't matter - i.e. you could have a NorPac unit under a CenPac Corps HQ command radius and get the bonuses... it was certainly this way in regular WITP, and i thought they couldn't/didn't change it for AE, but i could be wrong.ORIGINAL: CV2
HQ does actually matter. There is a bonus to a ground units strength if it is within command range of its HQ and another bonus if within 2x the command range of its HQs HQ.
That's my recollection too, but I could be wrong.
The AE-Wiki, help fill it out
RE: Burma
Unless I am misreading this (8.1.1):
These are all support troops (the much-maligned “brass” sitting in the rear). However, these rear-area troops earn their keep in War in the Pacific, Admiral’s Edition™ by providing large numbers of support personnel to support other units and for construction and logistics tasks. They give combat benefits to combat units who are within a certain range, generally the same hex, and enable more bombers to fly Missions from bases under their control. A unit can benefit from its HQ, of which there are six types:
»»Command - Helps in several ways. They help in giving a bonus to ground combat. If no Corps HQ is in range of a ground unit, the Command HQ can give a bonus like a Corps HQ if it is in range of a ground unit. If there is a Corps HQ within range of the battle, and the Command HQ is within 2 times its command range of the battle, it can add up to an additional 90% bonus to the Assault Value of an attacking force for odds calculations. The bonuses are impacted by the leaderships rating of the commander of the HQs. Command HQs are also important for air replacements and upgrades (see section 16.2.3 for details).
»»Army - Helps with ground combat. Ground units in range can gain up to a 10% bonus to their Assault Value (whether attacking or defending).
»»Corps – Helps with ground combat. Ground units in range can gain up to a 10% bonus to their Assault Value (whether attacking or defending).
»»Amphibious – Helps amphibious invasions suffer fewer losses.
»»Naval – Helps to speed ship repair time.
»»Air – 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.
These are all support troops (the much-maligned “brass” sitting in the rear). However, these rear-area troops earn their keep in War in the Pacific, Admiral’s Edition™ by providing large numbers of support personnel to support other units and for construction and logistics tasks. They give combat benefits to combat units who are within a certain range, generally the same hex, and enable more bombers to fly Missions from bases under their control. A unit can benefit from its HQ, of which there are six types:
»»Command - Helps in several ways. They help in giving a bonus to ground combat. If no Corps HQ is in range of a ground unit, the Command HQ can give a bonus like a Corps HQ if it is in range of a ground unit. If there is a Corps HQ within range of the battle, and the Command HQ is within 2 times its command range of the battle, it can add up to an additional 90% bonus to the Assault Value of an attacking force for odds calculations. The bonuses are impacted by the leaderships rating of the commander of the HQs. Command HQs are also important for air replacements and upgrades (see section 16.2.3 for details).
»»Army - Helps with ground combat. Ground units in range can gain up to a 10% bonus to their Assault Value (whether attacking or defending).
»»Corps – Helps with ground combat. Ground units in range can gain up to a 10% bonus to their Assault Value (whether attacking or defending).
»»Amphibious – Helps amphibious invasions suffer fewer losses.
»»Naval – Helps to speed ship repair time.
»»Air – 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.
RE: Burma
Pretty sure the rule book isn't telling the whole story here... you are hanging a lot onto an indefinite pronoun... i think "its" means the HQ that a unit is within range of, not necessary one that is of the same command... the verbiage sounds like that in the regular WITP rulebook, and any HQ in range will suffice to give command in that game.ORIGINAL: CV2
Unless I am misreading this (8.1.1):
These are all support troops (the much-maligned “brass” sitting in the rear). However, these rear-area troops earn their keep in War in the Pacific, Admiral’s Edition™ by providing large numbers of support personnel to support other units and for construction and logistics tasks. They give combat benefits to combat units who are within a certain range, generally the same hex, and enable more bombers to fly Missions from bases under their control. A unit can benefit from its HQ, of which there are six types:
»»Command - Helps in several ways. They help in giving a bonus to ground combat. If no Corps HQ is in range of a ground unit, the Command HQ can give a bonus like a Corps HQ if it is in range of a ground unit. If there is a Corps HQ within range of the battle, and the Command HQ is within 2 times its command range of the battle, it can add up to an additional 90% bonus to the Assault Value of an attacking force for odds calculations. The bonuses are impacted by the leaderships rating of the commander of the HQs. Command HQs are also important for air replacements and upgrades (see section 16.2.3 for details).
»»Army - Helps with ground combat. Ground units in range can gain up to a 10% bonus to their Assault Value (whether attacking or defending).
»»Corps – Helps with ground combat. Ground units in range can gain up to a 10% bonus to their Assault Value (whether attacking or defending).
»»Amphibious – Helps amphibious invasions suffer fewer losses.
»»Naval – Helps to speed ship repair time.
»»Air – 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.
RE: Burma
Considering Air HQ between air groups and HQ's seems to matter (air hq's of different commands don't seem to have a positive effect on air group operations from what I've seen. they still effect the base's stacking rules. just not the coherence of strikes and number of planes flying), I've just gone along with the assumption that ground hq commands matter as well.
RE: Burma
I don't think it matters at all, for ground or air HQ. You get the bonus no matter what.
The only reason to pay PPs to change a unit is to either a) unrestrict it, or b) combine it with another unit; they all have to be the exact same HQ.
Units work fine if the parent HQ is dead.
Unless I am wrong, someone correct me. I wouldn't beleive the manual on this point.
The only reason to pay PPs to change a unit is to either a) unrestrict it, or b) combine it with another unit; they all have to be the exact same HQ.
Units work fine if the parent HQ is dead.
Unless I am wrong, someone correct me. I wouldn't beleive the manual on this point.
RE: Burma
*shrug*
I was using 4 bomber groups out of darwin to bomb some islands, all the same command, and I brought an hq in from another command to try to organize them. They were still disorganized after the hq arrived. It was only after I switched the hq to the same command as the bombers (I switched the base at the same time just in case) that the bombers started flying in decent amounts and with acceptable cohesion.
The bombers were flying disorganized and in small amounts for a couple months before I brought in the HQ (which was the whole reason I brought it in), and didn't change behavior until I changed the hq's command.
This was my first major bombing campaign and after that I've just always kept the air hq's the same command as the airgroups they're servicing.
The ground war is a lot harder to organize this way, but I've tried my best to keep things organized with matching hq's and units. But it's also impossible to tell either way without conducting massive experiments.
Now admittedly this is just once instance, hardly a scientific survey or anything. I'd be happy to be wrong, but I havn't seen any real conclusive evidence either way. So for now I go with what I've seen in game.
I was using 4 bomber groups out of darwin to bomb some islands, all the same command, and I brought an hq in from another command to try to organize them. They were still disorganized after the hq arrived. It was only after I switched the hq to the same command as the bombers (I switched the base at the same time just in case) that the bombers started flying in decent amounts and with acceptable cohesion.
The bombers were flying disorganized and in small amounts for a couple months before I brought in the HQ (which was the whole reason I brought it in), and didn't change behavior until I changed the hq's command.
This was my first major bombing campaign and after that I've just always kept the air hq's the same command as the airgroups they're servicing.
The ground war is a lot harder to organize this way, but I've tried my best to keep things organized with matching hq's and units. But it's also impossible to tell either way without conducting massive experiments.
Now admittedly this is just once instance, hardly a scientific survey or anything. I'd be happy to be wrong, but I havn't seen any real conclusive evidence either way. So for now I go with what I've seen in game.
- castor troy
- Posts: 14331
- Joined: Mon Aug 23, 2004 10:17 am
- Location: Austria
RE: Burma
ORIGINAL: Q-Ball
I don't think it matters at all, for ground or air HQ. You get the bonus no matter what.
The only reason to pay PPs to change a unit is to either a) unrestrict it, or b) combine it with another unit; they all have to be the exact same HQ.
Units work fine if the parent HQ is dead.
Unless I am wrong, someone correct me. I wouldn't beleive the manual on this point.
you sure get the bonus no matter what. I´ve done oodles of landings without a HQ (due to lack of HQs) and constantly saw my 100% prepped troops get sh*tty adjusted av. Since I´ve got a HQ for each invasion - 100% prepped too of course - the adjusted av usually is far above the base av. And I really don´t care about any command structure, that would be just too much for me. So any HQ works.





