RE: Beware the Dorniers! Scen 17 Tier 3 (Lowpe vs AI (Spoilers))
Posted: Fri Jul 10, 2020 12:36 pm
What is the best way of using HQn? 240 Naval Support squads.
Basically, as I understand it, the positive effect of naval support squads inherent in a HQn, extend to the command radius (halved for each hex of distance).
The Commander's leadership plays no role in the repair, loading, training, or combat performances of other units. Is that correct?
The naval support squads will help repair ships of certain damage in normal and pierside modes only (see Alfred's 101 repair guide https://www.matrixgames.com/forums/tm.a ... r� ). The squads are more effective in pierside mode and less effective in ready (normal) mode.
The squads help with loading/unloading of most items, & rearming & fire control.
A HQn can provide 120 integrity repair points (IRP) in pierside in its hex. Well naval squads/2.
A HQn can provide 80 IRP in normal mode. Naval squads /3.
A fully repaired tender ship provides 83 IRP only for pierside mode ships that they can effect.
So, using a HQn with a command radius of 4 allows a HQn at Hiroshima to add some naval support to all ports from Nagasaki (4 hexes) to Osaka (4 hexes). But, could it be better to stage the HQn at a size 10 port (max IRP points) say Fukouka and turn that port into a major system/minor damage repair hub while still providing some loading and repair benefits to Nagasaki and Hiroshima?
One hex HQn at say Yokohma/Tokyo other major loading ports.
What am I missing in their usage? As damage soaks in endgame, absorbing bombardments (aerial, ground, or naval)?

Basically, as I understand it, the positive effect of naval support squads inherent in a HQn, extend to the command radius (halved for each hex of distance).
The Commander's leadership plays no role in the repair, loading, training, or combat performances of other units. Is that correct?
The naval support squads will help repair ships of certain damage in normal and pierside modes only (see Alfred's 101 repair guide https://www.matrixgames.com/forums/tm.a ... r� ). The squads are more effective in pierside mode and less effective in ready (normal) mode.
The squads help with loading/unloading of most items, & rearming & fire control.
A HQn can provide 120 integrity repair points (IRP) in pierside in its hex. Well naval squads/2.
A HQn can provide 80 IRP in normal mode. Naval squads /3.
A fully repaired tender ship provides 83 IRP only for pierside mode ships that they can effect.
So, using a HQn with a command radius of 4 allows a HQn at Hiroshima to add some naval support to all ports from Nagasaki (4 hexes) to Osaka (4 hexes). But, could it be better to stage the HQn at a size 10 port (max IRP points) say Fukouka and turn that port into a major system/minor damage repair hub while still providing some loading and repair benefits to Nagasaki and Hiroshima?
One hex HQn at say Yokohma/Tokyo other major loading ports.
What am I missing in their usage? As damage soaks in endgame, absorbing bombardments (aerial, ground, or naval)?











