Air HQ Check

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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basilstaghare
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Air HQ Check

Post by basilstaghare »

Ironman/Hard Campaign @ 5/26/42 Playing as Allies
My first game vs AI has been a comedy of errors with the Japanese taking most of the big name VP locations. They currently have a major victory.
I have done well in China and the Solomon’s but Japan is pressing me hard in the New Guinea & Solomons area. All bases have over 50,000 supply and have ample aviation support. They are all well protected with ground units & AA.
Shortlands AF: 9, Port:5 / Rekata Bay AF:2, Port:2 / Tulagi AF:4, Port:5 (All NG & Solomons still under Australian Command)
Here is my HQ set up for Solomon’s Air Forces: Pacific Command (Pearl H)>7th USAAF (Port Moresby) >II Fighter Command (Rekata Bay)

My question is this: I have 18 air groups (includes search planes, etc..) spread across the 3 bases and none are overstacked. All are attached to II Fighter Command and are with the HQ’s 5 hex command radius.
Should all the air groups be optimally commanded if within the 5 command radius range? Are there limits to how many air groups a single HQ can command?

Thanks.
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dmaramba
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RE: Air HQ Check

Post by dmaramba »

An air HQ can command any number of air units.

The primary benefit that an air HQ bestows is that it allows you to keep more air units at a base within its command radius than would otherwise be possible (assuming the AF<9). What is key (as I read section 9.4 of the manual) is that the base and the air HQ be of the same command. If that is the case, the air HQ adds its full command radius to the number of groups that can be administered at a base. Otherwise, it adds 1/2 its command radius to the number of groups. Note that it does not matter whether the air HQ and the air units themselves are of the same command, only that the air HQ and the base be of the same command.

In the ideal situation, the air HQ, the base hosting the air HQ and all bases within the air HQ's command radius will be of the same command.

In your example, Port Moresby and all bases within the command radius of 7th USAAF should belong to Pacific Ocean Areas, while Rekata Bay and all bases within the command radius of II Fighter Command should belong to Southwest Pacific. It does not matter if any, all, or none of the 18 air groups belongs to either of these air HQs, that they belong to the USAAF, or even that they be American.

Another benefit an air HQ bestows is that it allow more planes to fly on a strike mission, as described in section 7.2.1.5. The manual is silent on whether, for this benefit, the conditions I have described above must obtain.
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BBfanboy
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RE: Air HQ Check

Post by BBfanboy »

The other benefit of the Air HQs is administration - getting replacement or upgraded aircraft and supplying torpedoes to TBs within the HQ range (if you load up the HQ with said torps).
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basilstaghare
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RE: Air HQ Check

Post by basilstaghare »

Thanks. It must have been VII fighter command because it’s definitely under 7th USAAF... my mistake.... I will double check

Since all bases mentioned are still under Australian Command, I’m not reaping full benefit of having the groups assigned to the VII fighter command then...that’s going to cost a great deal of PP’s to reassign the bases to Pacific AO!
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RangerJoe
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RE: Air HQ Check

Post by RangerJoe »

Just switch the air HQs around or just reassign the air HQ.
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basilstaghare
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RE: Air HQ Check

Post by basilstaghare »

ORIGINAL: RangerJoe

Just switch the air HQs around or just reassign the air HQ.

I have reassigned 7th USAAF to Australian Command and it proved to be an easy fix...though US Pacific AO may be upset about it...

Much appreciated.
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Lokasenna
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RE: Air HQ Check

Post by Lokasenna »

I thought the replacements wasn't based on command range of the relevant HQ, but on something else - either a static number (20?) or the maximum range of the aircraft being replaced.

Also note that sometimes this requirement is waived, like if the airfield is big enough (IIRC level 7+ and 20K+ supplies on hand and not below required supply level for the base - no yellow ! symbol).
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RE: Air HQ Check

Post by Ian R »

ORIGINAL: dmaramba

Note that it does not matter whether the air HQ and the air units themselves are of the same command, only that the air HQ and the base be of the same command.

The HQ affiliation of air groups does play a role with respect to strike co-ordination of multiple groups. How exactly it does that, and how significant it is, remains undisclosed.
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Lokasenna
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RE: Air HQ Check

Post by Lokasenna »

ORIGINAL: Ian R

ORIGINAL: dmaramba

Note that it does not matter whether the air HQ and the air units themselves are of the same command, only that the air HQ and the base be of the same command.

The HQ affiliation of air groups does play a role with respect to strike co-ordination of multiple groups. How exactly it does that, and how significant it is, remains undisclosed.

I thought it was fairly clear, at least in terms of how.

Having groups within the same HQ assignment increases their chance of launching a coordinated strike, and of having escorting fighters at a base closer to the target link up with them en route (possibly via same mechanic as just having escorting fighters within the same HQ at the bombers' base of origin).

I can say that it certainly feels significant. I strive to have all of my air units within just a handful of HQ assignments because of this.

The presence of an HQa, regardless of which HQa it is, also boosts at least the first part (coordinated strike from a single base).
alanschu
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RE: Air HQ Check

Post by alanschu »

Do command HQs also provide torpedoes? I know they don't have the setting in the TOC listing.

I notice I have some TBF Avengers at Adak Island and they are dropping torpedoes. I went to inspect for something unrelated and noticed that I do not have an air HQ there, but I'm definitely torpedoing landing ships approaching Kiska Island. Avengers are set to North Pacific, which I have on the Island as well. I'll have to double check if I have any other Air HQ around possibly. There might be something hanging around in Alaska...
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btd64
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RE: Air HQ Check

Post by btd64 »

ORIGINAL: alanschu

Do command HQs also provide torpedoes? I know they don't have the setting in the TOC listing.

I notice I have some TBF Avengers at Adak Island and they are dropping torpedoes. I went to inspect for something unrelated and noticed that I do not have an air HQ there, but I'm definitely torpedoing landing ships approaching Kiska Island. Avengers are set to North Pacific, which I have on the Island as well. I'll have to double check if I have any other Air HQ around possibly. There might be something hanging around in Alaska...

There has to be an Air HQ in range....GP
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alanschu
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RE: Air HQ Check

Post by alanschu »

Interestingly, the only air HQ nearby is Eleventh USAAF in Anchorage, 27 hexes away. It also doesn't have any torpedoes in its TOC.

Adak Island has a level 7 airfield and the airfield capacity is 16 groups, which would align with the 9 command radius it has. I'd need to experiment elsewhere but I don't have any other torpedo planes available near command HQ.
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dmaramba
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RE: Air HQ Check

Post by dmaramba »

I notice I have some TBF Avengers at Adak Island and they are dropping torpedoes. ... I do not have an air HQ there, but I'm definitely torpedoing landing ships approaching Kiska Island. Avengers are set to North Pacific, which I have on the Island as well.

The command HQ (North Pacific) is supplying torpedoes, per 7.2.1.10.2.2: "Command HQs can directly supply torpedoes to groups by expending supply."
alanschu
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RE: Air HQ Check

Post by alanschu »

ORIGINAL: dmaramba

The command HQ (North Pacific) is supplying torpedoes, per 7.2.1.10.2.2: "Command HQs can directly supply torpedoes to groups by expending supply."

Yeah I did a quick experiment and it seems like Command HQs can work as Air HQs for increasing the amount of flight groups allowed.

It's good to know, as it means I can skip on an air HQ at Port Moresby (though I did change it to Southwest Pacific to get more air groups) and place it somewhere else.

Thanks for the manual reference!
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RE: Air HQ Check

Post by Scott_USN »

Thinking of HQ does anyone pay the 1100 PP to make Brisbane US Base?
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btd64
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RE: Air HQ Check

Post by btd64 »

Hell no....GP
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Scott_USN
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RE: Air HQ Check

Post by Scott_USN »

LOL well that is clear enough!
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btd64
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RE: Air HQ Check

Post by btd64 »

Well, PP's are hard enough to come by. Changing the HQ of that base will not give you any real benifits for the PP's spent....GP
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RangerJoe
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RE: Air HQ Check

Post by RangerJoe »

In PacWar it was easy. Just send the Australian command to a base that the Japanese were going to capture. Then all of the bases and units went to SWPAC! [:D]
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Scott_USN
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RE: Air HQ Check

Post by Scott_USN »

Yeah you had to manually pull MacArthur out correct? If you didn't he would go down with PI?
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