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Mysteries of the HQ unit
Posted: Sat Sep 23, 2006 9:59 pm
by 1EyedJacks
Hi all,
As a Japanese player, this is what I've gleaned from this nasty piece of poorly written material they call the game manual regarding HQ units:
HQ:
• Command:
If no Corps and in range then 10 percent bonus
If Corps unit is in range and HQ Command is within 2X range then up to an additional 90% Bonus to Assault Value
for odds calculations
Bonuses are impacted by leadership ratings of the commander of the HQ units.
Command HQs R also important for air replacements and upgrades
If Command HQ is in a base the base will try to stockpile 25000 extra supplies (in addition to base needs)
• Corps
Up to a 10 percent bonus to Assault Value
• Naval
Speeds up ship repair time
• Air
Allows more aircraft to fly
Questions I have:
1. Where can I find the section in the freaking manual that discribes the impact on air replacements and upgrades?
2. If the effectivness of combat is determined by:
Weapon Values
Unit leader Values
Unit Disruption
Unit Fatigue
Unit Supply level
Type of Attack
Then where do the HQ bonuses fit in? Do they take the final output from the combat
formula and modify that figure?
3. Leaders seem to have 7 different leadership values - Leadership, Inspiration, Naval Skill, Air Skill, Land Skill, Admin Skill, and
Aggressiveness. It states in the manual that the bonuses are affected by leadership ratings <-- note the plural. Is it just the
LEADERSHIP rating that I want high for the combat bonus or am I looking for higher values under LAND SKILL or maybe
AGGESSIVENESS?
4. Where in the manual does it discribe how a Naval Command Unit (such as - I think - The Northern Area Force, Command HQ,
affects repair time? Do any of the leadership values affect this - like maybe naval skill or Admin skill?
5. Ditto to an Air Unit Command...
6. Some of the Air HQ units are naval - yet all of the naval air units are on ships... How do they allow more units to fly from a carrier?
Or do I have to run my naval TBs and DBs from a base for this to work?
7. And what does Inspiration do?
ALSO...
Set Future Objective
• 1-2 points per turn
• Benefits the unit when in combat in the objective hex
• Nearby HQ points help too
• Reduces losses in amphibious assault
• When Future Objective = 100 then additional pts goto EXP Rating
Training W/O Combat – Max Rating:
• IJ Army = 55
• IJ Navy = 50
So if I read this correctly, I could train an army unit up to EXP=55 and then set the FO to a base. When the unit's FO = 100 the EXP will increase by 1-2 pts each turn - right? So if I had a unit with and EXP of 55 and an FO of zero it would take me something like 60-70 days to get my FO up to 100 but then within another 20-25 days the unit EXP would equal 100? But what does Experience get me? It isn't listed as a consideration for combat (see question #2 above) but I'm sure it must be - right?
Also - how fast does training take to increase points to EXP? Would it be faster if I had a unit with an EXP of 40 to just set the FO and let the EXP start racking up after FO = 100?
There must be some earlier threads on this subject... If this topic has already been covered would someone please bump those threads up so I can find them? Thanks much!
RE: Mysteries of the HQ unit
Posted: Sat Sep 23, 2006 10:14 pm
by Herrbear
Questions I have:
1. Where can I find the section in the freaking manual that discribes the impact on air replacements and upgrades?
Air replacements are described in section 15.2 and Aircraft Upgrades in 15.2.4.
RE: Mysteries of the HQ unit
Posted: Sat Sep 23, 2006 10:32 pm
by VSWG
ORIGINAL: 1EyedJacks
7. And what does Inspiration do?
It has an impact on the morale of the unit - the higher the leader's inspiration rating, the faster morale increases.
RE: Mysteries of the HQ unit
Posted: Sat Sep 23, 2006 10:35 pm
by VSWG
ORIGINAL: 1EyedJacks
So if I read this correctly, I could train an army unit up to EXP=55 and then set the FO to a base. When the unit's FO = 100 the EXP will increase by 1-2 pts each turn - right? So if I had a unit with and EXP of 55 and an FO of zero it would take me something like 60-70 days to get my FO up to 100 but then within another 20-25 days the unit EXP would equal 100? But what does Experience get me? It isn't listed as a consideration for combat (see question #2 above) but I'm sure it must be - right?
Also - how fast does training take to increase points to EXP? Would it be faster if I had a unit with an EXP of 40 to just set the FO and let the EXP start racking up after FO = 100?
No. IJ Army = 55 means that you can train an IJ Army unit using FO
UNTIL it has 55 experience. After that, you have to send it into combat to increase its experience. No amount of training will increase its experience beyond 55.
RE: Mysteries of the HQ unit
Posted: Sat Sep 23, 2006 10:46 pm
by VSWG
ORIGINAL: 1EyedJacks
6. Some of the Air HQ units are naval - yet all of the naval air units are on ships... How do they allow more units to fly from a carrier?
Or do I have to run my naval TBs and DBs from a base for this to work?
Air HQ's affect all units within range (BTW, substract 1 from the range as displayed to have the range in hexes). It doesn't matter if those units are navy or army units, nor if they are actually assinged to that HQ. If a squadron is within range of any air HQ, the bonus applies.
RE: Mysteries of the HQ unit
Posted: Sat Sep 23, 2006 11:08 pm
by 1EyedJacks
ORIGINAL: Herrbear
Questions I have:
1. Where can I find the section in the freaking manual that discribes the impact on air replacements and upgrades?
Air replacements are described in section 15.2 and Aircraft Upgrades in 15.2.4.
Thanks - I C this now. In 15.2 it talks about an HQ unit making a sub unit of an air group if none of the 4 conditions apply - have you ever seen this happen?
From the manual:
If none of these conditions apply, land based air units may automatically have a sub unit created for it at the base containing the HQ that the air unit’s base is assigned to. The base with the HQ must have supplies that are at least equal to twice the base’s supply needs plus the supplies needed to create the sub unit, and there must be planes in the pool equal to: 10+(buildrate / 2).
RE: Mysteries of the HQ unit
Posted: Sat Sep 23, 2006 11:48 pm
by dtravel
I have seen sub-units of air units be created when the main unit is too far away from a Command HQ.
RE: Mysteries of the HQ unit
Posted: Sat Sep 23, 2006 11:52 pm
by dtravel
ORIGINAL: 1EyedJacks
Hi all,
As a Japanese player, this is what I've gleaned from this nasty piece of poorly written material they call the game manual regarding HQ units:
HQ:
• Command:
If no Corps and in range then 10 percent bonus
If Corps unit is in range and HQ Command is within 2X range then up to an additional 90% Bonus to Assault Value
for odds calculations
Bonuses are impacted by leadership ratings of the commander of the HQ units.
Command HQs R also important for air replacements and upgrades
If Command HQ is in a base the base will try to stockpile 25000 extra supplies (in addition to base needs)
• Corps
Up to a 10 percent bonus to Assault Value
• Naval
Speeds up ship repair time
• Air
Allows more aircraft to fly
Questions I have:
1. Where can I find the section in the freaking manual that discribes the impact on air replacements and upgrades?
2. If the effectivness of combat is determined by:
Weapon Values
Unit leader Values
Unit Disruption
Unit Fatigue
Unit Supply level
Type of Attack
Then where do the HQ bonuses fit in? Do they take the final output from the combat
formula and modify that figure?
One of the secrets of the game.
3. Leaders seem to have 7 different leadership values - Leadership, Inspiration, Naval Skill, Air Skill, Land Skill, Admin Skill, and
Aggressiveness. It states in the manual that the bonuses are affected by leadership ratings <-- note the plural. Is it just the
LEADERSHIP rating that I want high for the combat bonus or am I looking for higher values under LAND SKILL or maybe
AGGESSIVENESS?
4. Where in the manual does it discribe how a Naval Command Unit (such as - I think - The Northern Area Force, Command HQ,
affects repair time? Do any of the leadership values affect this - like maybe naval skill or Admin skill?
Don't trust the manual.
5. Ditto to an Air Unit Command...
6. Some of the Air HQ units are naval - yet all of the naval air units are on ships... How do they allow more units to fly from a carrier?
Or do I have to run my naval TBs and DBs from a base for this to work?
Huh? What do you mean "some of the Air HQ units are naval"? Explain please.
7. And what does Inspiration do?
ALSO...
Set Future Objective
• 1-2 points per turn
• Benefits the unit when in combat in the objective hex
• Nearby HQ points help too
• Reduces losses in amphibious assault
• When Future Objective = 100 then additional pts goto EXP Rating
Training W/O Combat – Max Rating:
• IJ Army = 55
• IJ Navy = 50
So if I read this correctly, I could train an army unit up to EXP=55 and then set the FO to a base. When the unit's FO = 100 the EXP will increase by 1-2 pts each turn - right? So if I had a unit with and EXP of 55 and an FO of zero it would take me something like 60-70 days to get my FO up to 100 but then within another 20-25 days the unit EXP would equal 100? But what does Experience get me? It isn't listed as a consideration for combat (see question #2 above) but I'm sure it must be - right?
Also - how fast does training take to increase points to EXP? Would it be faster if I had a unit with an EXP of 40 to just set the FO and let the EXP start racking up after FO = 100?
There must be some earlier threads on this subject... If this topic has already been covered would someone please bump those threads up so I can find them? Thanks much!
Others have already answered the rest.
RE: Mysteries of the HQ unit
Posted: Sun Sep 24, 2006 12:25 am
by 1EyedJacks
ORIGINAL: dtravel
ORIGINAL: 1EyedJacks
5. Ditto to an Air Unit Command...
6. Some of the Air HQ units are naval - yet all of the naval air units are on ships... How do they allow more units to fly from a carrier?
Or do I have to run my naval TBs and DBs from a base for this to work?
Huh? What do you mean "some of the Air HQ units are naval"? Explain please.
[/quote]
Hi dtravel - The HQ Unit 22nd Air Flotilla is a IJ Naval unit leaders can be Admirals and such instead of Generals and such that you will find in an Army Air HQ unit such as the 3rd Air Div.
I actually can see the difference now after reading section 15.2
RE: Mysteries of the HQ unit
Posted: Sun Sep 24, 2006 12:50 am
by dtravel
ORIGINAL: 1EyedJacks
ORIGINAL: dtravel
ORIGINAL: 1EyedJacks
5. Ditto to an Air Unit Command...
6. Some of the Air HQ units are naval - yet all of the naval air units are on ships... How do they allow more units to fly from a carrier?
Or do I have to run my naval TBs and DBs from a base for this to work?
Huh? What do you mean "some of the Air HQ units are naval"? Explain please.
Hi dtravel - The HQ Unit 22nd Air Flotilla is a IJ Naval unit leaders can be Admirals and such instead of Generals and such that you will find in an Army Air HQ unit such as the 3rd Air Div.
I actually can see the difference now after reading section 15.2
Ah, I see. The nationality doesn't matter, IJN is a "nationality", IJA is another "nationality". All that matters for how an HQ functions is what type of HQ it is. So it is either a Naval HQ or an Air HQ, not both.
RE: Mysteries of the HQ unit
Posted: Sun Sep 24, 2006 12:52 am
by VSWG
ORIGINAL: 1EyedJacks
Hi dtravel - The HQ Unit 22nd Air Flotilla is a IJ Naval unit leaders can be Admirals and such instead of Generals and such that you will find in an Army Air HQ unit such as the 3rd Air Div.
I actually can see the difference now after reading section 15.2
But I don't! What is the difference between army and navy air HQ's? [&:]
EDIT: That's the way I understood it too, dtravel.
RE: Mysteries of the HQ unit
Posted: Sun Sep 24, 2006 12:53 am
by dtravel
ORIGINAL: VSWG
ORIGINAL: 1EyedJacks
Hi dtravel - The HQ Unit 22nd Air Flotilla is a IJ Naval unit leaders can be Admirals and such instead of Generals and such that you will find in an Army Air HQ unit such as the 3rd Air Div.
I actually can see the difference now after reading section 15.2
But I don't! What is the difference between army and navy air HQ's? [&:]
None.
RE: Mysteries of the HQ unit
Posted: Sun Sep 24, 2006 1:58 am
by 1EyedJacks
ORIGINAL: VSWG
ORIGINAL: 1EyedJacks
Hi dtravel - The HQ Unit 22nd Air Flotilla is a IJ Naval unit leaders can be Admirals and such instead of Generals and such that you will find in an Army Air HQ unit such as the 3rd Air Div.
I actually can see the difference now after reading section 15.2
But I don't! What is the difference between army and navy air HQ's? [&:]
EDIT: That's the way I understood it too, dtravel.
After reading 15.2 again I am once again unsure. 15.2 refers to the base the HQ is assigned to - like Burma or SAA... So all Bases that are assigned to SAA are influenced by the Sothern Area Army Command HQ - with a radius of 9 - right? And the sphere of influence is double the range - which is 18 hexes?
Mannnnn - I'm thinking myself into circles here... [:(][:(][:(]
RE: Mysteries of the HQ unit
Posted: Mon Sep 25, 2006 12:46 am
by dtravel
You are thinking yourself into circles. First off, don't trust the *censored* manual! [:-] If you are confused by something in it, then it is either 1) wrong; or 2) deliberately intended to confuse you. The manual is NOT your friend.
Second, "all bases assigned to SAA are influenced by SAA command HQ". In what way? 15.2 covers air units receiving replacements. That is all it covers! That rule has nothing to do with HQs improving LCU's assault values or air units flying more aircraft or ships repairing or anything other than replacement aircraft going to air units. Do not assume anything that is not explicitly and clearly stated or that you have not observed for yourself. Assume anything beyond that and you will only tie yourself in knots.