HQ's/scenarios

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MBogdasarian
Posts: 49
Joined: Wed Jul 05, 2006 11:44 pm

HQ's/scenarios

Post by MBogdasarian »

Most postings seem to deal with campaign issues, and I have not found any specific ones on HQ's and how best to use them in scenarios.
My opponent and I finished playing the DEI scenario, Dec 7, '41-March 16, '42. I was the Allies, and won a marginal victory. When I looked at the opening of the game from the Japanese side for interest, perhaps to play that against the computer AI, I found the HQ's for the Japanese rather oddly organized, and one force group did not have an HQ, the East Java Attack Force. There is a West Java attack force. Therefore, since no reinforcement HQ is coming, what does one do? Additionally, the positioning of the Southern Area Army puts it out of command radius for subunits. Since HQ's are so important for force function, it seemed as though either the game messed up in command radius/effect, or the Japanese did! Does anyone have a suggestion on how the HQ's should be distributed?

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Feinder
Posts: 7201
Joined: Wed Sep 04, 2002 7:33 pm
Location: Land o' Lakes, FL

RE: HQ's/scenarios

Post by Feinder »

You don't actually have to keep the units of a command with or near that HQ.  Still, HQs perform important tasks:

1.  Attacks from air bases without an AirHQ in range will launch 25% fewer aircraft.
2.  Naval HQs add one to port size per 60 support in the Naval HQ.
3.  (USMC) Ampbious Force HQs reduce the amount of disruption of an invasion if loaded onto whatever ship type carries them (the type escapes me), and in the same hex as an invasion.
4.  Corps HQs add +10% AV to units stacked with them in same hex.
5.  Army HQs add +10(?)% AV to units within their command radius (usu 4 hexes).
6.  Command HQs add 50% AV to units within their command radius (usu 8 hexes).
7.  (All) HQs help to reduce fatigue/disruption; raise morale; and "repair" disabled squads.
8.  (All) HQs act as "supply sponges" to draw supplies to their location, that can be used by the LCUs in their hex.
9.  (All) HQs can help to counter "the support deficit".  Most combat LCUs are about 15% under-supported by themselves.  Without additional support, LCUs will attack/defend at roughly 85% of their potnential (plus all other modifiers).  However, the extra support from a present HQ will make up the deficit, allowing LCUs to to attack/defend at their full potential.
10.  (All) HQs generally stack before LCUs and will act as bullet-sponges, taking casualities first.

-F-
"It is obvious that you have greatly over-estimated my regard for your opinion." - Me

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