HQs and Operational points.

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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Milo
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HQs and Operational points.

Post by Milo »

Greetings:

How close do you need to keep ground unit HQs to thier sub-units specifically the IJA units?

What is the use for Operational points in TF.

Thanks in advance for your replys.
Luck is when opportunity and preperation come together- - - Drex (Aces High)
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Mr.Frag
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Re: HQs and Operational points.

Post by Mr.Frag »

Originally posted by Milo
What is the use for Operational points in TF


As I understand it, the TF has a rated daily activity allotment (operational points).

Using them up by activities such as loading troops/supplies/fuel/refueling/etc uses up some or all of these points, which are then factored against the orders you have given the TF.

ie:

You Refuel a TF which uses up 50% of it's operational points. The TF had a move to ... planned.

Normally, the TF would have steamed 12 hexes worth over the course to the day (24 hours) based on it's move speed.

Since 50% of it's operational points are already used up, it actually only has 12 hours left to steam to the destination planned, resulting in an actual move of only 6 hexes.

Had you on the other hand eaten up 75%, it would only be moving for the last 6 hours of the day (3 hexes).

I'm not sure how this impacts the 3 air phases with a CV TF, whether or not they are unavailable to fly during these *used* phases - it would be rather silly for air ops to fly while a carrier is sitting at anchor in a port fueling up for obvious reasons, but one of the long timers will have to respond to that...
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Toro
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Post by Toro »

Flight activity also expends ops points, so be careful in driving a CVTF hard to a fight, as lots of movement will prohibit full a/c launch.

I do believe CAP flies, regardless.
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pasternakski
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Re: HQs and Operational points.

Post by pasternakski »

Originally posted by Milo
Greetings:

How close do you need to keep ground unit HQs to thier sub-units specifically the IJA units?


See manual sections 14.3 HQs and Ground Combat and 14.4 Disruption for the pertinent stuff. These passages are far from clear, however, and it would be nice if Matrix staff would provide the definitive explanations.

14.3 says that ground division HQs provide a 20 percent ground combat benefit, then says later on that ground units in the same hex with the division HQ they are directly attached to will be 20 percent more effective in ground combat. I guess this means that the benefit accrues if the HQ is in the same hex (but whether this applies to an HQ sub-unit is impossible to determine). It is unclear from this whether the benefit applies when a ground unit is in the same hex with a different division's HQ. Army and corps HQs provide a 10 percent ground combat benefit "to all ground units within six hexes." Again, it is impossible to know whether this benefit accrues to units not subordinate to the HQ or whether it applies when the HQ is a sub-unit. Some posters on other threads have speculated that the subordination is unimportant, but I am not so sure.

14.4 is a little clearer for awhile. Ground units suffer disruption if not within 27 hexes of the HQ they report to (excepting units that report directly to one of the four main theater HQs). I imagine this means 27 hexes as the crow flies, land, water, impassible mountains, or whatever notwithstanding. Now, the fog of writing sets in. How much disruption do ground units suffer as a penalty, and when during the turn is this penalty imposed? Disruption is ordinarily 1/3 of the unit's fatigue during the supply phase, but this may be halved if the unit is in the same hex with "its" HQ and the HQ passes a "leadership test." Okay. What's the leadership test (see attachment for a suggestion)? The more you ruminate over these statements, the more opaque the situation becomes. For example, do those theater HQs - and other types, like naval HQs - have any effect? The sequence of play summary doesn't help at all. I can't make heads or tails of the headquarters effect on disruption thing, myself. Maybe I'm dense.
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Milo
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Post by Milo »

Thanks for the replys.

Reading the manual does leave a person a little confused in regards to the effect of the HQ units. I have been playing against the AI trying to get the feel for how the game system works. The comment about the op points for the CVTF does answer why some of my air attacks have been so piecemeal.
Luck is when opportunity and preperation come together- - - Drex (Aces High)
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