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HQ Restrictions
Posted: Wed Nov 18, 2009 10:40 am
by HansBolter
I understand that units with unclickable white text are permanantly restricted and units with clickable yellow text can be reassigned to unrestricted HQs.
What I don't seem to have a clue with regard to is the actual geographic restrictions of the restricted HQs.
Is there any source of ingame information that defines the geographical areas of each HQ? Can this be found on the overall strategic map?
Or, is the only way to determine where a unit under a restricted HQ can be moved to a matter of trial and error?
I have uncovered at least one unresonable restriction to restricted HQs, Australia. Since Australia has no railroad connection to the NW coast from the more heavily populated and defended areas, the only effective way to get troops to Darwin to defend it is to ship them there. However, restricted HQ units cannot be loaded onto transports so they can be shipped to Darwin and other locations on the NW coast. This leaves only the partial rail/trail route as a means of getting troops to the area. Just because these troops cannot be shipped out of the country does NOT mean thay would not be shipped down the coast to another Australian city! The restriction is absolutely unreasonable.
As an alternative to the slow land route, I can spend political capital to reassign the unit to an unrestricted HQ, ship it ot teh city I want it to defend and then spend yet more political capital to reassign back to teh original restricted HQ. Again, completely unreasonable.
RE: HQ Restrictions
Posted: Wed Nov 18, 2009 10:47 am
by John Lansford
While I don't like the "no shipping" rule for the restricted LCU's, once it's on board a ship you could send the unit anywhere you wanted. I'm wondering if the game engine just won't allow a ship to be limited to certain ports while it has a restricted HQ on board.
RE: HQ Restrictions
Posted: Wed Nov 18, 2009 10:13 pm
by khyberbill
Or, is the only way to determine where a unit under a restricted HQ can be moved to a matter of trial and error?
A restricted unit can march anywhere at this point in the engine development. I have read where that may change in Patch 2. I know in Australia, restricted troops can also be flown to other bases, ie from Townsville to PM, but you cant ferry them there by ship. I hope this helps.
RE: HQ Restrictions
Posted: Thu Nov 19, 2009 3:18 am
by Alfred
ORIGINAL: HansBolter
I understand that units with unclickable white text are permanantly restricted and units with clickable yellow text can be reassigned to unrestricted HQs.
What I don't seem to have a clue with regard to is the actual geographic restrictions of the restricted HQs.
Is there any source of ingame information that defines the geographical areas of each HQ? Can this be found on the overall strategic map?
Or, is the only way to determine where a unit under a restricted HQ can be moved to a matter of trial and error?
I have uncovered at least one unresonable restriction to restricted HQs, Australia. Since Australia has no railroad connection to the NW coast from the more heavily populated and defended areas, the only effective way to get troops to Darwin to defend it is to ship them there. However, restricted HQ units cannot be loaded onto transports so they can be shipped to Darwin and other locations on the NW coast. This leaves only the partial rail/trail route as a means of getting troops to the area. Just because these troops cannot be shipped out of the country does NOT mean thay would not be shipped down the coast to another Australian city! The restriction is absolutely unreasonable.
As an alternative to the slow land route, I can spend political capital to reassign the unit to an unrestricted HQ, ship it ot teh city I want it to defend and then spend yet more political capital to reassign back to teh original restricted HQ. Again, completely unreasonable.
On the base screen, top left hand corner, you will see to which command the base is assigned to. You can also spend PPs to reassign the base to another command provided an LCU of the new command is present. Base command reallocation is rarely worthwhile due to the high cost of PPs incurred.
A restricted command LCU unit can be marched to any base which is assigned to the same restricted command. At present it is possible to march overland any LCU unit to any overland base (hence why it is a common HR to require Kwangtung units to pay PPs before marching into China). However when borders are implemented (IIRC expected in the next patch) this overland movement will no longer be possible and your restricted command units will only be able to march to their own command bases.
A restricted command LCU unit can be airlifted to another base of the same restricted command. It is therefore possible to airlift Australian militia to Port Moresby, or Dutch LCUs within the NEI.
Alfred
PS - on the strategic map, there are filters to show bases belonging to specified commands.
RE: HQ Restrictions
Posted: Thu Nov 19, 2009 10:33 am
by HansBolter
Does the strategic map show bases or units?
Thanks for the responses.
It seems kind of short sighted to me to expand the game to include tons and tons of intracoastal shipping and NOT allow commands consisting of multiple islands to ship troops between the islands of thier commands. It would seem the only use the plethora of 4000 endurance freighters have is to run away from the Japanese to avoid handing them free victory points. Why include all of them in the game if we can't use them for thier intended purpose?
I'm sure I'll get admonished for this criticism with the standard reply that creating a control mechanism that allows shipping only between restricted command ports would have required time and effort that would have detracted from more improtant game mechanisms that needed work. For me, the bottom line is that "restricted coomands" still haven't been fully and properly implemented and it looks like we'll have to wait for the next version for some one to give them the polish they need.
RE: HQ Restrictions
Posted: Thu Nov 19, 2009 10:47 am
by treespider
ORIGINAL: HansBolter
Does the strategic map show bases or units?
Thanks for the responses.
It seems kind of short sighted to me to expand the game to include tons and tons of intracoastal shipping and NOT allow commands consisting of multiple islands to ship troops between the islands of thier commands. It would seem the only use the plethora of 4000 endurance freighters have is to run away from the Japanese to avoid handing them free victory points. Why include all of them in the game if we can't use them for thier intended purpose?
I'm sure I'll get admonished for this criticism with the standard reply that creating a control mechanism that allows shipping only between restricted command ports would have required time and effort that would have detracted from more improtant game mechanisms that needed work. For me, the bottom line is that "restricted coomands" still haven't been fully and properly implemented and it looks like we'll have to wait for the next version for some one to give them the polish they need.
So use the nice editor and simply award each side 500, 5000, 500,000 or 999,999 PP each turn...and play with house rules....or make the Australian Command Units unrestricted...or....
I wonder why the fools in the Dutch Govt did not pull every single last living combat unit in the NEI into Batavia starting Dec 7th?