HQ Unit's, are they generic?

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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Brady
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HQ Unit's, are they generic?

Post by Brady »

I know that air HQ units are more effective at geting air mishions up and runing at air bases, but are other HQ units unit specific?
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AmiralLaurent
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Post by AmiralLaurent »

HQ units provide support to any other unit in the same hex but if I remember well, they increase the effectiveness of units that are nominally under their command in the same hex.

I always send the division HQ with the troops of the division.
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Hartley
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Post by Hartley »

What about distance penalties for units seprated from their hqs ?
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Mr.Frag
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Post by Mr.Frag »

3 different HQ types:

Main HQ (2 per side) (combat 10% bonus)

Air HQ (varies by side) (air bonus only)

Division HQ (many of these) (combat 20% bonus)

Each type offers it's own bonus to certain situations. As these possible bonus can alter combat by 30%, it is very key to have a proper understanding of what each one does and ensure you are the one getting the best available odds.

Consider the proper support for a 2 division attack will result in almost 2 addtional regiments showing up to fight just due to the bonus. This is 13,000 points of troops that don't need to be loaded in ships and transported in harms way.

Two ways to play the game, one of simply mass attacks of sizes that have no way to lose, the other is properly allocating resources to do the job yet not sqaundering excesses for nothing.

The resources are yours to sqaunder or use well, but on a personal note, it would be better to learn now instead of seeing just how critical a difference it will make in WitP later...
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Brady
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Post by Brady »

Well I always try and have an HQ unit at each base or atack point suficent to provide the suport neaded for the troops at that location, is that all their realy is to to then? Any unit will do just as well other than the Side HQ and the Air unit's for ground troop's?
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Mr.Frag
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Post by Mr.Frag »

No, these bonus factors have nothing to do with providing support to your troops. They are in ADDITION to having well supplied, well supported troops for your attack. As you can imagine, a 30% increase in effectiveness just by making sure the right HQ is in range assisting the attack is a substantial shift in the odds. It is obviously not always possible to get the full 30% as you will have to risk your main command units, but getting the 20% bonus for regimental integrity by ensuring the division's command HQ is present with the INF units is silly to not aim for as these command units occupy less then half a transport.

Rule 13.3 covers the exact detail, but re-read all of 13.0-13.4 as understanding these is key to keeping your troops operating at their best all the time.
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Brady
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Post by Brady »

CC, ty:)
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demonterico
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Post by demonterico »

What effect does a partial HQ have in the game? For example, if I were to use a single DD to fast transport a portion of a HQ to a location, would that partial HQ unit still provide the same combat bonus to the infantry units at that location as would the entire HQ? In fact HQs are large enough to split into numerous smaller units which could then be transported to a number of different locations. What happens in this case? Is the combat bonus provided at each seperate location?
The world has never seen a more impressive demonstration of the influence of sea power upon history. Those far distant, storm-beaten ships, upon which the Grand Army never looked, stood between it and the dominion of the world. -- Alfred Thayer Mahan
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