Growing base forces and base commands

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AirGriff
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Growing base forces and base commands

Post by AirGriff »

Exactly how and when do allied base forces grow? I found the part in the manual where it says one base force is chosen by a base to be "its" base force and then that unit grows aviation support up to 90 depending on the size of the airfield, if I recall correctly. Anyway, I'm in March '42 and I have not seen any base forces grow, despite growing the airfields. Is there a supply requirement for this?

Now that I think of if, I have another quick question. Does it matter at all what command a base is under? If I have SOPAC units in a base under Australia Command, does that affect anything? Couldn't find that in the manual, but it must have some kind of an effect, or why would it cost so many political points to change the base command? Why change it all if it has no effect? Why even make it an option? Any guidance would be much appreciated.
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anarchyintheuk
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RE: Growing base forces and base commands

Post by anarchyintheuk »

That's only for the AI.
engineer
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RE: Growing base forces and base commands

Post by engineer »

Yes.  There are a number of variables.  These include:
 
1)  Supply level of the base.  If the supplies are red replacements won't join the units.  (Also note that supplies are being consumed by the engineers to improve the bases).
2)  Distance to the parent HQ:  If you're close to the HQ then the replacements show up more quickly.
3)  A "Doh!" mistake might be that the "Allow Replacements" is toggled off for those units. 
4)  Pool levels:  I've noticed that the engine is smart enough that it tends to fill replacements from the front lines back so if you have units far to the rear, they'll be at the back of the line for replacements until the pools are overflowing with troops.
 
The major use I've seen with the Political points is releasing troops from restricted commands and fine tuning the commanders on your units, but I'm certain the veterans of the game have developed wrinkles beyond my imagination.
bradfordkay
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RE: Growing base forces and base commands

Post by bradfordkay »

For human players, the base force units can only grow up to the size listed on their TOE. The size of the base has naught to do with it - that's for the AI base forces, where the units can grow to match the needs of the newly enlarged base.


Changing the parent command of a base might make it easier to shift air units to that base. It is also important to remember that replacement aircraft for units on that base will arrive at the location of the base's HQ, not the unit's HQ, if the base does not have at least 20,000 supply.
fair winds,
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Likendeeler
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RE: Growing base forces and base commands

Post by Likendeeler »

Base forces under human control can grow by accident, especially when fragmented.
Several of these are in my current PBEM.
Only flak and aviation support might grow but losses will not be replaced.
Aviaton support grew up to 100 (from 30), flak was doubled I think.
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rtrapasso
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RE: Growing base forces and base commands

Post by rtrapasso »

Yes, but this is a glitch and normally doesn't occur... the units are supposed to stop (and generally do stop) when the total TOE is at 100% - even when fragmented.
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AirGriff
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RE: Growing base forces and base commands

Post by AirGriff »

So, to clarify, human player base forces do not expand TOE numbers, yes?  If I have a USN base force with an aviation support TOE of 30, it won't expand no matter what, yes?  I could have sworn I've had them expand in previous games, but maybe I'm hazy on that. 
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AirGriff
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RE: Growing base forces and base commands

Post by AirGriff »

So, I'm a ninny for spending political points for base command changes, huh?
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Mike Solli
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RE: Growing base forces and base commands

Post by Mike Solli »

ORIGINAL: AirGriff

So, I'm a ninny for spending political points for base command changes, huh?

I'd say no. If you really want to do things correctly, you should change the unit to the HQ where they are located/going.
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engineer
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RE: Growing base forces and base commands

Post by engineer »

It seems to me the PP are a fairly elegant way to encourage broadly historical game play simply by applying a gentle penalty if you devote yourself, for example, to a northern strategy and so you either have to strip HQ units out of the other fronts, re-assign your units in the north to the north, or take slower replacements because of the distance between the units and their parent HQ.  You aren't barred from trying something different, but there's a little bit of extra friction in your military that will reduce the overall effectiveness.   
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rtrapasso
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RE: Growing base forces and base commands

Post by rtrapasso »

ORIGINAL: AirGriff

So, to clarify, human player base forces do not expand TOE numbers, yes? If I have a USN base force with an aviation support TOE of 30, it won't expand no matter what, yes? I could have sworn I've had them expand in previous games, but maybe I'm hazy on that.


T.O.E.'s are flexible - they can change, but only the original one shows when you display it... you have to check the editor to see what the current one is.

Otherwise, it could also grow due to a glitch.
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AirGriff
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RE: Growing base forces and base commands

Post by AirGriff »

I'm talking strictly of changing command of a base (not the UNIT in the base)--such as Milne Bay from Australia command to SWPAC.  From what I'm reading everywhere, there is absolutely no reason to change the base's command other than looking at a different little flag on the map. This puzzles me.  Why even make it an option to change a base's command if it doesn't help it's visiting units in any way?   It seems to me if you are going to spend the PP to change the base's command it would have the benefit of speeding replacements or repairs or some such thing.  From what I'm reading you could have a CENPAC unit, a SWPAC unit, and a SOPAC unit all in a base under Australia command and it doesn't matter.  All logistics are tied to all those HQ rules and the base's command means nothing.  It seems the designers would surely make some benefit of having the same command if they require you to spend PP to change it.  I'm not complaining, I'm just very suspicous that there isn't some hidden benefit to changing a base's command. 
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rtrapasso
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RE: Growing base forces and base commands

Post by rtrapasso »

Some people claim that it helps replacements if the base is assigned to an HQ close to the base.

The designers give you lots of opportunities to do things that will mess you up - it is up to you to pick and chose how you will do things.
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AirGriff
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RE: Growing base forces and base commands

Post by AirGriff »

Well, I'm no stranger to screwing things up all by myelf. I'm at the point in my play level that I'm trying to get the most out of things. Squeeze a little extra oomph out of my troop pools and supply levels. Ah, well. The Australian flag will proudly fly over all those South Pacific bases, then. Many thanks for the input.
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ny59giants
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RE: Growing base forces and base commands

Post by ny59giants »

I went through the "Must Read Threads" some time ago to look for a similar answer. I changed the base command at Suva to South Pacific, placed the SP HQ there and plenty of supply. Now I run my SP LCUs there that need any rebuilding and recovery. They seem to recover and fill out to TO&E faster as I have met all the conditions needed for it to happen.  In games, I tend to move my WC LCUs to San Fran to fill out at the beginning and they seem to do so rather than leave them at San Diego or Seattle even though those bases have plenty of supply. The American Divisions tend to stay put until others have filled out and been moved to some other base after command has been changed.
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