November 8, 1942
Posted: Fri Jun 21, 2013 8:58 pm
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What's your Strategy?
https://forums.matrixgames.com:443/

Naval Headquarters
• The qualities and skills of the HQ leader has no influence or bearing on the HQ function.
• A Naval HQ is a good place for your stupidest, most incompetent admirals to become heroes
Notes on Naval HQ Employment:
• Place a Naval HQ in a forward repair depot. This will facilitate rapid repair and return to battle. A forward repair depot is a reasonably large port near the area of action. Reasonably large means size 5 or better so that damaged devices can be repaired.
• Place a Naval HQ far forward so that crippled ships in danger of sinking can slip into a nearby port within the HQ's range and enhance their chances of being saved.
• Place a Naval HQ in a Major repair shipyard to speed repairs (not sure if the HQ will exert an influence on a port that is already size 10).
• Most Naval HQ have naval support squads, so can assist in loading/unloading cargo and rearming ships.
Air Headquarters
• High Air Skill - This influences the number of strike and patrol aircraft that will fly.
• All other skills have no influence or bearing on the HQ function.
Notes on Air HQ Employment:
• Air HQ have a dramatic influence on level bombers. It is important to have an air HQ within range of your level bomber bases.
• Air HQ exert significant influence over other strike aircraft. It is good to have an air HQ in range of your bases from which strikes other than level bombers fly.
• Air HQ exert an influence over patrol aircraft. It is beneficial to have an air HQ in range of your bases with patrol aircraft.
• In Naval TF’s with Carriers (CV, CVL, CVE), the TF commander serves as the Air HQ for the carrier aircraft.
Note that the leadership Value of Headquarters Commanders is completely irrelevant other than its influence on the Headquarters unit itself. That is it will influence how rapidly the HQ unit gains experience. The only value of the HQ Unit's experience is for its own defense. Therefore, do not bother installing your "strong leaders" in HQ Units. Look for the qualities that are specific to their function.
Air Combat TF
• Air Skill - The TF Commander functions as an Air HQ for the airgroups. This will influence how many strike aircraft will fly.
• Aggression - Influences how likely the TF is to react and move toward an enemy. High aggression can result in your carrier group running into a fight. Be careful in this selection.
• Surface Skill - To save your hind quarters (and I am not talking Russian Helicopters), if you are unfortunate enough to get in a surface engagement.
• No other skills or qualities have any influence.
Surface Combat TF
• Surface Skill - To gain surprise and cross the T in an engagement
• Aggression - High Aggression will increase the likelihood that the Surface Combat TF will react and seek a fight (be careful... A TF for two DD's with an Admiral of 100 aggression will probably pick a fight with some BB's... This rarely ends well for the DD's)
• Air Skill - Of small import, but it influences the float plane operations from the Capital Ships.
• No other skills or qualities have any influence.
Bombardment TF
• Aggression - Influences the probability that the TF will convert to a Surface Combat TF.
• Surface Skill - Influences TF in a fight the same as Surface Combat.
• Air Skill - Of small import, but it influences the float plane operations from the Capital Ships.
• No other skills or qualities have any influence.
ORIGINAL: John 3rd
Action this turn my readers...
Will Post more in a bit.







ORIGINAL: John 3rd
You know you play too much WitP WHEN you are writing your Sunday School Lesson and type in the date as June 23, 1942...
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ORIGINAL: John 3rd
What he really needs is an air bridge to get his shorter legged fighters down to the arena. His 2EB might be able to make the jump and they shall be troublesome.