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Super HQ Units
Posted: Mon Mar 18, 2013 8:11 pm
by Capt Cliff
There was a glitch in the reinforcement for XIII Bomber Command. Instead of coming in at Anchorage it came in at Adak. The HQ has no assault value but it is destroying the SNLF unit sent in to take Adak. The HQ has no infantry, no guns and no AFV's but has give the SNLF 50% causalities. Perhaps the combat algorithm for HQ's is off.

RE: Super HQ Units
Posted: Tue Mar 19, 2013 12:26 am
by n01487477
ORIGINAL: Capt Cliff
There was a glitch in the reinforcement for XIII Bomber Command. Instead of coming in at Anchorage it came in at Adak. The HQ has no assault value but it is destroying the SNLF unit sent in to take Adak. The HQ has no infantry, no guns and no AFV's but has give the SNLF 50% causalities. Perhaps the combat algorithm for HQ's is off.
C.Cliff - please upload a file before the combat round. This combat report might seem to indicate an issue. Additional info required though such as patch info, scenario & FYI the unit is due at Adak not Anchorage in scen1.
RE: Super HQ Units
Posted: Tue Mar 19, 2013 1:20 am
by msieving1
ORIGINAL: Capt Cliff
There was a glitch in the reinforcement for XIII Bomber Command. Instead of coming in at Anchorage it came in at Adak. The HQ has no assault value but it is destroying the SNLF unit sent in to take Adak. The HQ has no infantry, no guns and no AFV's but has give the SNLF 50% causalities. Perhaps the combat algorithm for HQ's is off.
Any unit can defend against attack. Looking at the combat report, the Allied unit is getting bonuses from the terrain, and the Japanese units are fatigued. The Japanese need rest and/or reinforcement.
RE: Super HQ Units
Posted: Tue Mar 19, 2013 2:15 am
by jmalter
IMO this isn't really an unusual combat result, given the low # of attackers & the listed modifiers, esp. if XXI Bomber Cmd was fully-supplied. the game-engine assigns a minimal AV to support squads for ground combat, in this case the defenders won the dice-roll.
RE: Super HQ Units
Posted: Tue Mar 19, 2013 2:27 am
by n01487477
I think similar to msieving1 and jmalter but at the same time there has been reports of some units gaining additional devices within the beta. I was just being sure and also ensuring that C.Cliff actually gave more information,rather than just telling us that there is a bug.
RE: Super HQ Units
Posted: Tue Mar 19, 2013 2:56 am
by JeffroK
Its the cooks and the clerks and the drivers, you are lucky it wasnt a Marine HQ.
Slow down, prep for the battle and rest your troops, might be a bit easier then.
RE: Super HQ Units
Posted: Tue Mar 19, 2013 2:12 pm
by Crackaces
I am thinking this HQ unit has a decendent from Alan P. York and the IJA all lined up in a trench to be picked off [:'(]
RE: Super HQ Units
Posted: Tue Mar 19, 2013 6:35 pm
by LoBaron
ORIGINAL: n01487477
I think similar to msieving1 and jmalter but at the same time there has been reports of some units gaining additional devices within the beta. I was just being sure and also ensuring that C.Cliff actually gave more information,rather than just telling us that there is a bug.
Don“t think theres more information needed to be sure it is not a bug, just a small dose of RTFM.
Non combat squads count as 1/10th AV per squad for odds calculations (Manual: P196, 8.4.2.1 Ground Combat Sequence), and the screenshot with the combat report does not show any losses.
So, the "50% casualties" are most probably from the landing itself, and the Allied AV is the adjusted AV from the defending non combat squads of XI US Bomber Command.
RE: Super HQ Units
Posted: Tue Mar 19, 2013 7:32 pm
by HansBolter
I have had the same thing happen from the other side and started a WTF thread.
If you dig you will find it. I got all the same answers. Don't expect an HQ with an AV of 1 to have only an AV of 1 in defense.
<sarcasm on>
Somehow they magically create defense forces whenever they are threatened that perform better than if they actully had a combat unit in the hex defending them.
<sarcasm off>
Just something you gotta live with.
<sarcasm on>
You'll likely need a full corps to overcome that HQ. [:D]
<sarcasm off>
Have a nice day![:)]
RE: Super HQ Units
Posted: Tue Mar 19, 2013 7:41 pm
by LoBaron
ORIGINAL: HansBolter
You'll likely need a full corps to overcome that HQ. [:D]
You are confusing assault value with firepower if you believe this. He only needs that same SNLF.
The only thing needed ot overcome a bunch of non combat squads is time.
RE: Super HQ Units
Posted: Wed Mar 20, 2013 9:30 am
by HansBolter
ORIGINAL: LoBaron
ORIGINAL: HansBolter
You'll likely need a full corps to overcome that HQ. [:D]
You are confusing assault value with firepower if you believe this. He only needs that same SNLF.
The only thing needed ot overcome a bunch of non combat squads is time.
You apparently missed this: <sarcasm on>....and this: <sarcasm off>...if yopu believe that is what I believe.
And since I have been in the same situation as the OP I can attest to the fact that time won't make a bit of difference. Ten days from the date of his first aborted attack the HQ will still have an inflated defense value that will prevent him from taking the hex until he brings up more strength to get better odds.
RE: Super HQ Units
Posted: Wed Mar 20, 2013 1:46 pm
by LoBaron
ORIGINAL: HansBolter
You apparently missed this: <sarcasm on>....and this: <sarcasm off>...
No, ignored them on purpose as it was difficult enough to extract usable information from your post without em. [:)]