Page 1 of 2

HQ influence

Posted: Fri Jun 22, 2007 4:01 pm
by AmiralLaurent
I can't remember how the HQ influence is done in WITP.

To be more precise, let's imagine we have an unit with two Army/Corps HQ in the same hexes (range 1), an Area Army HQ in range and a higher HQ (Southern Area Army, SEAC, etc...) in range too.

Do the four HQ influence it, or only the first to succeed a dice roll, or only the highest HQ, or what ?

RE: HQ influence

Posted: Fri Jun 22, 2007 4:08 pm
by rtrapasso
ORIGINAL: AmiralLaurent

I can't remember how the HQ influence is done in WITP.

To be more precise, let's imagine we have an unit with two Army/Corps HQ in the same hexes (range 1), an Area Army HQ in range and a higher HQ (Southern Area Army, SEAC, etc...) in range too.

Do the four HQ influence it, or only the first to succeed a dice roll, or only the highest HQ, or what ?

it has never been definitively stated, but some folk "in the know" have said you get some benefit from all the HQs in range (although probably not "full" benefit...)

RE: HQ influence

Posted: Fri Jun 22, 2007 5:41 pm
by rtrapasso
ORIGINAL: rtrapasso
ORIGINAL: AmiralLaurent

I can't remember how the HQ influence is done in WITP.

To be more precise, let's imagine we have an unit with two Army/Corps HQ in the same hexes (range 1), an Area Army HQ in range and a higher HQ (Southern Area Army, SEAC, etc...) in range too.

Do the four HQ influence it, or only the first to succeed a dice roll, or only the highest HQ, or what ?

it has never been definitively stated, but some folk "in the know" have said you get some benefit from all the HQs in range (although probably not "full" benefit...)


i've also been informed that it may only be 2 HQs that can give benefit (Army HQ and Corp HQ)- but i am trying to get further clarification....

RE: HQ influence

Posted: Fri Jun 22, 2007 6:15 pm
by Nikademus
in a test set i did....the benefit leveled out at two frontline HQ's.


RE: HQ influence

Posted: Fri Jun 22, 2007 7:16 pm
by Dino
ORIGINAL: Nikademus

in a test set i did....the benefit leveled out at two frontline HQ's.


I suppose that by frontline HQs you mean range 0 (1) HQs?

What about stacking influence of higher level HQs such as Army level (5) and theater level (9) HQs?

RE: HQ influence

Posted: Fri Jun 22, 2007 7:36 pm
by Nikademus
In the absence of enough front line HQ's they do add their bonus to the attacking LCU's. I believe the 2+ rule still applies though it might depend in part on some die rolls. I also believe the manual does state that in the 'absence' of a frontline HQ the rear area HQ (if in range) will add it's bonus. This is all independant of prep points. Its also stated that rear area commands can add additional prep point benies if it's objective is set to the base being attacked.

RE: HQ influence

Posted: Fri Jun 22, 2007 8:15 pm
by dtravel
I know that the manual says there are only two layers of LCU HQ bonus.  "Corp" and "Command".  If you don't have a "Corp" level HQ, then an applicable "Command" level HQ will act as a "Corp" level HQ.  If you don't have a "Corp" or a "Command" level HQ, then a "Theatre" level HQ (Central Pacific, Southeast Asia, Home Defense, etc., which are labelled as "Command" HQs) will act as whichever one you are missing.
 
The manual says nothing about getting an additional bonus if you have all three levels ("Corp", "Command" and "Theatre") in range, but someone who claims inside knowledge keeps posting that there is.  I can't remember who it is but its not one of the developers and I really wish they would tell us which is correct.  As it stands now, we have contradictory claims and no way to prove any of them (like so many other parts of the program, random die rolls make it impossible to know if it is working correctly or not).

RE: HQ influence

Posted: Fri Jun 22, 2007 8:27 pm
by Nikademus
The manual says nothing about getting an additional bonus if you have all three levels ("Corp", "Command" and "Theatre") in range, but someone who claims inside knowledge keeps posting that there is.

He(she?) was probably referring to the preperation points from the Command/Theatre HQ.


RE: HQ influence

Posted: Fri Jun 22, 2007 8:37 pm
by dtravel
ORIGINAL: Nikademus
The manual says nothing about getting an additional bonus if you have all three levels ("Corp", "Command" and "Theatre") in range, but someone who claims inside knowledge keeps posting that there is.

He(she?) was probably referring to the preperation points from the Command/Theatre HQ.

So am I. (Is it you? I honestly don't remember who it is.) At any rate, the impression I've gotten is that Assault Value bonuses only are gained if the HQ is prepping for the base hex the combat is taking place in. Quickly looking thru the manual I can't tell you where I got that impression from, but I did. Sounds like another thing that would be nice to have confirmed. (I believe that would be item #12,834,852 on the list.)

RE: HQ influence

Posted: Fri Jun 22, 2007 8:48 pm
by Nikademus
ORIGINAL: dtravel


So am I. (Is it you? I honestly don't remember who it is.) At any rate, the impression I've gotten is that Assault Value bonuses only are gained if the HQ is prepping for the base hex the combat is taking place in. Quickly looking thru the manual I can't tell you where I got that impression from, but I did. Sounds like another thing that would be nice to have confirmed. (I believe that would be item #12,834,852 on the list.)

Your impression is wrong, but here's how you confirm it. Set up an LCU vs LCU like i did. no objective. Observe adjusted assault value over several tries.

Then edit test scenario and add an HQ in range of the LCU...again no objective. Run several attacks and observe, you'll notice that even with die rolls there's a distinct difference in the final adjusted AV.

RE: HQ influence

Posted: Fri Jun 22, 2007 8:52 pm
by dtravel
I gave up trying to create test scenarios some time back because they keep crashing.  Apparently the program can't handle one that has a small enough number of units in it to be useful.

RE: HQ influence

Posted: Fri Jun 22, 2007 8:54 pm
by Nikademus
you don't have to create one, you just modify an existing one. For this particular test i used the Rising Sun scenario.

or you can just take my word for it. (I know....when pigs fly maybe....[:)] )

RE: HQ influence

Posted: Fri Jun 22, 2007 9:44 pm
by rtrapasso
OK, Nik - Since you've already run the test: how many "1" range (actually 0 range) HQs would give an AV bonus?? Just one? two? more? i had thought you said more than one geve a benefit, but maybe i am remembering incorrectly...

Also, if you have Higher Level HQs, how many give benefit (with or without prepping for the objective)? [&:]

RE: HQ influence

Posted: Fri Jun 22, 2007 10:00 pm
by Mike Wood
Hello...

One command and one corps headquarters are useful to all units within range, if a random roll is less than the preparedness of each of the two headquarters and the units are in combat at that location.

So, if I have a corps headquarters with a range of one and with a preparedness of 85 and a target of Oklahoma City and the headquarters is zero or one hex away from that Oklahoma City, all friendly units in combat at Oklahoma City will gain a combat bonus if a random number from 0 to 99 is less than or equal to 85. Having two or more corps headquarters units will not help any more, although each will get a preparedness roll and if any pass, the bonus will be applied.

The command headquarters operates the same, but usually have greater ranges.

Hope this Helps...

Michael Wood
ORIGINAL: AmiralLaurent

I can't remember how the HQ influence is done in WITP.

To be more precise, let's imagine we have an unit with two Army/Corps HQ in the same hexes (range 1), an Area Army HQ in range and a higher HQ (Southern Area Army, SEAC, etc...) in range too.

Do the four HQ influence it, or only the first to succeed a dice roll, or only the highest HQ, or what ?

RE: HQ influence

Posted: Fri Jun 22, 2007 10:12 pm
by Honda
So basically that means the HQs are useless unless prepared/preparing for one sprecifix hex. And the command HQs don't hava a radius but rather a range of 9 hexes to help troops in a specific hex. And where do the japanese Area Army HQs belong, to corps or command HQs?

RE: HQ influence

Posted: Fri Jun 22, 2007 11:08 pm
by dtravel
ORIGINAL: Nikademus

you don't have to create one, you just modify an existing one. For this particular test i used the Rising Sun scenario.

or you can just take my word for it. (I know....when pigs fly maybe....[:)] )
Not quite that bad. [;)] If someone (including you) has actually run the tests and posted the results, then I got no problem (other than missing reading the thread or forgetting it two years later).

But we have a beautiful example here of why so many of us are so confused. You (Nik) have tested it and come up with results that say specific prepped objective doesn't matter and a programmer (Mike Wood) posting something that says prepped objective does. So, which is right? Has Nik found a bug? Is Mike giving us incorrect information (design change? mis-read the code? mis-remembering? fingers typing faster than his brain is running?)? Is Mike right and Nik's tests just happened to get results at one end of the bell curve?

RE: HQ influence

Posted: Sat Jun 23, 2007 1:10 am
by BigJ62
ORIGINAL: Mike Wood

Hello...

One command and one corps headquarters are useful to all units within range, if a random roll is less than the preparedness of each of the two headquarters and the units are in combat at that location.

So, if I have a corps headquarters with a range of one and with a preparedness of 85 and a target of Oklahoma City and the headquarters is zero or one hex away from that Oklahoma City, all friendly units in combat at Oklahoma City will gain a combat bonus if a random number from 0 to 99 is less than or equal to 85. Having two or more corps headquarters units will not help any more, although each will get a preparedness roll and if any pass, the bonus will be applied.

The command headquarters operates the same, but usually have greater ranges.

Hope this Helps...

Michael Wood
ORIGINAL: AmiralLaurent

I can't remember how the HQ influence is done in WITP.

To be more precise, let's imagine we have an unit with two Army/Corps HQ in the same hexes (range 1), an Area Army HQ in range and a higher HQ (Southern Area Army, SEAC, etc...) in range too.

Do the four HQ influence it, or only the first to succeed a dice roll, or only the highest HQ, or what ?

Interesting, why Oklahoma City?

RE: HQ influence

Posted: Sat Jun 23, 2007 2:03 am
by Nikademus
ORIGINAL: rtrapasso

OK, Nik - Since you've already run the test: how many "1" range (actually 0 range) HQs would give an AV bonus?? Just one? two? more? i had thought you said more than one geve a benefit, but maybe i am remembering incorrectly...

Also, if you have Higher Level HQs, how many give benefit (with or without prepping for the objective)? [&:]

different HQ range so far hasn't mattered. Two HQ's in range (2 x range 1.....or 1 x range 1 and 1 x range 9) gave a boost to modified AV but at 3 or 3+ HQ's the AV did not consistently display a marked improvement.

RE: HQ influence

Posted: Sat Jun 23, 2007 2:08 am
by Nikademus
ORIGINAL: dtravel


But we have a beautiful example here of why so many of us are so confused. You (Nik) have tested it and come up with results that say specific prepped objective doesn't matter and a programmer (Mike Wood) posting something that says prepped objective does.

But note, that i didn't say prep points don't "matter" at all. What i said was this boost to AV by the presence of an HQ was independent of prep points. That means there's two benefits from an HQ. Being in range of an HQ boosts (or maybe a better exp would be to say "prevents" a penalty) to modified AV.....just as additional support squads by an HQ unit helps make up the deficit in support of organic LCU's. Prep points are a completely different modifier. It may be that an HQ's prep point total and target base further modify the benefit of the HQ to the combat if in a base. (my test however, was in a non base hex because i wanted to specifically note any influence by the HQ's presence outside of prep.)

IIRC....at least outside a base hex, HQ prep doesn't matter as i recall trying it with 0 prep and 100 prep. (using a nearby base as the objective) So to again clarify...the influence on modified AV to which i am referring to is when you have an HQ in range of the impacted LCU(s). Prep points if in a base hex (from the LCU and the HQ) are an additional modifyer....but there's also a benefit from simply having an HQ in range. Another way (yet again) of looking at it is, LCU's that fight without any HQ often see modified AV thats below their starting AV. Having an HQ present tends to remove that penalty. Having two HQ's in range is better yet. At three or more HQ's i found no additional instrinsic influence on modified AV just by the HQ's being in command range of the LCUs in question.

hope that clarifies things.



RE: HQ influence

Posted: Sat Jun 23, 2007 4:45 am
by dtravel
I understand that, Nik.  But Mike Wood's post says that the only units that can get a HQ bonus are ones in the hex the HQ is prepping for.
 
  One command and one corps headquarters are useful to all units within range, if a random roll is less than the preparedness of each of the two headquarters and the units are in combat at that location.
 
That "if" condition is critical.  The way that is written, fail that and there's no bonus.  That directly contradicts what you're saying about the HQ not needing to be planning for that hex.