Page 1 of 1
R.K. Turner in Lunga Invasion
Posted: Sun Jul 14, 2002 7:08 pm
by Coleman
I'm Allies in scenario #16 in early July. Richmond Kelly Turner appears as Phib commander HQ in Noumea. My question is: should Turner embark aboard a ship to take personal command of the Guadalcanal invasion force or should he remain in Noumea? I'd like to put him on a ship because that's what was done historically, but I'm not sure I'd gain anything by doing so. Is there any advantage? If not, I think he should have remained in the commander's pool so that I could assign him command of the task force that puts Vandergrift & co. on the beach. The manual states that ground units get an advantage being in company with an HQ (I assume Gen. Vandergrift will fill the bill nicely:) ) But what about the Navy. The commander's presence should improve the efforts of the TF by through the effects of the commander's ratings. Does Richmond Kelly Turner get underway or not? If not, how close to the action does he have to be to help troop/TF performance?
Good Question !
Posted: Sun Jul 14, 2002 7:28 pm
by Black Cat
I`d like to know more about that as well.
I was thinking the same thing.
Posted: Sun Jul 14, 2002 8:38 pm
by Ron Saueracker
This HQ thing has left my a bit confused. In hex, within a number of hexes etc.

Posted: Mon Jul 15, 2002 12:06 pm
by Coleman
Does no one have an answer

If Turner has no effect on naval units I suggest that his shore command be terminated in the next patch so that he may be used as a task force commander.
Matrix/2by3 -- how about an answer?
Posted: Mon Jul 15, 2002 12:10 pm
by Rob Roberson
ITs the weekend give em some time.
Posted: Mon Jul 15, 2002 1:54 pm
by Raverdave
Send him to sea! I hate seeing these remf's posing around Noumea, chatting up the Nurses, eating good food, having hot showers for crying-out loud! Sod it ! Send him to sea!:D
HQs...
Posted: Tue Jul 16, 2002 1:48 am
by Erik Rutins
Per the manual (p. 96), Division HQs provide a 20% bonus to Ground Combat for units they are in the same hex with. Corps HQs (such as Turner in III Amphibious) provide a 10% bonus to Ground Combat for units within six hexes.
Also, per p.97, ground units suffer disruption if not within 27 hexes of their HQ (unless assigned to a theater HQ). They also halve disruption after normal recovery if their HQ is in the same hex and the HQ passes a leadership test.
I believe there are various leadership/inspiration/ground combat skill checks built into these and other functions, but the above are the key factors and anything beyond that would require a look at the code.
Regards,
- Erik