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Amphib HQ's?

Posted: Fri Sep 06, 2013 12:45 pm
by Capt Cliff
Do Ambpib HQ's, both Marine and Naval, need to be unloaded onto the target hex or can they be in a separate TF, at the target hex, with a do not unload action status?

RE: Amphib HQ's?

Posted: Fri Sep 06, 2013 1:10 pm
by GreyJoy
No, the amphib HQs must remain aboard the particular ship that carries them (forgot the name now) until the landings are over.
Load them ONLY on that ship and then recombine that ship with the amphib TF... the TF will unload everything but the Amphib HQ that will conduct the operations staying aboard

RE: Amphib HQ's?

Posted: Fri Sep 06, 2013 1:48 pm
by Capt Cliff
ORIGINAL: GreyJoy

No, the amphib HQs must remain aboard the particular ship that carries them (forgot the name now) until the landings are over.
Load them ONLY on that ship and then recombine that ship with the amphib TF... the TF will unload everything but the Amphib HQ that will conduct the operations staying aboard

So only one ship can carry them?? That's weird!! Sort of an Amphib Command Ship ... but shouldn't that be named as such? Ahem ... the rules doesn't mention this ...

Well in the appendix there is a "AGC" Command ship mentioned ... So I guess you use this ... Land the HQc but the HQm should be on the AGC with a do not unload order.

RE: Amphib HQ's?

Posted: Fri Sep 06, 2013 2:13 pm
by Major Shane
Capt Cliff, great question here. This is first I knew about there being a particular ship. I've conducted some smaller (Regimental size) landings with minor opposition and had no problems. I understand that in a large landing op the HQ remained afloat. It will be interesting to see where this query goes. Thanks for posting the question.
ORIGINAL: Capt Cliff

ORIGINAL: GreyJoy

No, the amphib HQs must remain aboard the particular ship that carries them (forgot the name now) until the landings are over.
Load them ONLY on that ship and then recombine that ship with the amphib TF... the TF will unload everything but the Amphib HQ that will conduct the operations staying aboard

So only one ship can carry them?? That's weird!! Sort of an Amphib Command Ship ... but shouldn't that be named as such? Ahem ... the rules doesn't mention this ...

RE: Amphib HQ's?

Posted: Fri Sep 06, 2013 2:31 pm
by Alfred
Read this thread and the linked thread I provide.

Do not confuse Amphibious Corps with Amphibious Force. They are different creatures.

Alfred

Edit: Oops, here is the missing thread.

tm.asp?m=3260766&mpage=1&key=agc�

RE: Amphib HQ's?

Posted: Fri Sep 06, 2013 3:55 pm
by tiemanjw
I think I'm more confused now. I thought the advice I read before was to put a AGC in its own TF (with escorts), set to "do not unload" and park it in the assult hex. In addition, you bring a amphib TF along with troops, supplies, engineers, escorts, etc for the actual landing. If I read this right, what I should be doing is:
1 AGC with amphib HQ (such as I amphip corps) and NO troops, plus escorts and mine sweepers set to do not unload
1+ amphib TFs with assault troops and combat engineers (plus tanks and whatever). These TFs should include escorts and an AGC with troops loaded on board (but no HQ). The only reasons to go more than 1 is:
A) you need more then 100 boats
B) you have support troops you don't want to unload on D-day.
1+ CV escort TFs to provide CAP and strike capabilities. Use CV escort TF and not air combat TF because the escort ones can operate at full efficiency in base hexes whereas the air combat ones can't
Bombardment, replenishment, whatever else you want / need.

Is this correct, or am I missing something?

Edited to include minesweepers in assault TF.

RE: Amphib HQ's?

Posted: Sat Sep 07, 2013 2:51 am
by Capt Cliff
ORIGINAL: Alfred

"... Do not confuse Amphibious Corps with Amphibious Force. They are different creatures. ..."

That's the Amphib HQc (the Corp) and the Amphib HQm (the force), right? Then load the HQm on the AGC for the bonuses. But can the HQm work from another ship?? Halsey used the USS Argonne as his South Pacific Command ship. The HQm should still work but only partially. An the HQc get's unloaded onto the target hex, since a General is in command , and a Admiral is in command of the HQm? Is that right?

RE: Amphib HQ's?

Posted: Sat Sep 07, 2013 2:57 am
by Sardaukar
ORIGINAL: Capt Cliff

ORIGINAL: Alfred

"... Do not confuse Amphibious Corps with Amphibious Force. They are different creatures. ..."

That's the Amphib HQc (the Corp) and the Amphib HQm (the force), right? Then load the HQm on the AGC for the bonuses. But can the HQm work from another ship?? Halsey used the USS Argonne as his South Pacific Command ship. The HQm should still work but only partially. An the HQc get's unloaded onto the target hex, since a General is in command , and a Admiral is in command of the HQm? Is that right?

Amphibious Force HQ only works from AGC (not sure if it even loads into other ships, I think not). BTW, AGC by itself, works even without Amph Force HQ, giving smaller bonus. But for max benefit, both combined.

RE: Amphib HQ's?

Posted: Sat Sep 07, 2013 6:17 pm
by geofflambert
An AGC can't hold a complete HQ, so you either have to use two, or load one (first) and put the support stuff left over on another ship (second). I don't know if ordering load troops only fixes that.

RE: Amphib HQ's?

Posted: Sat Sep 07, 2013 10:17 pm
by Cpt Sherwood
ORIGINAL: geofflambert

An AGC can't hold a complete HQ, so you either have to use two, or load one (first) and put the support stuff left over on another ship (second). I don't know if ordering load troops only fixes that.

Really? AGCs have a capacity of 2500 Troops and 1000 Cargo. An Amphibious Force HQ has a load of 1800 Troop space. They fit on one AGC just fine.

RE: Amphib HQ's?

Posted: Sun Sep 08, 2013 12:52 am
by geofflambert
They never fit on "just fine" for me, but I'm a gorn, and nothing ever goes right for me! [:@]

RE: Amphib HQ's?

Posted: Sun Sep 08, 2013 1:03 am
by Cpt Sherwood
There are two different classes of AGCs. One is very small and will not hold an HQ, and you get 4 of them. The other is plenty large enough to hold the HQ and you get 10 of those. I use the small ones, empty, in amphibious TFs. According to other discussions they give a small unload bonus to the TF they are a part of. When you are doing massive late game invasions, every little positive helps.

RE: Amphib HQ's?

Posted: Sun Sep 08, 2013 1:21 am
by geofflambert
Well, wouldn't you know it, I'm playing the Japanese side now and all that doesn't matter. That's just perfect. [:@]

RE: Amphib HQ's?

Posted: Sun Sep 08, 2013 1:27 am
by Cpt Sherwood
As Japan, you have lots of invisible AGCs for the first 4 months, then they mysteriously disappear. [8D]

RE: Amphib HQ's?

Posted: Sun Sep 08, 2013 1:39 am
by Lokasenna
ORIGINAL: Cpt Sherwood

There are two different classes of AGCs. One is very small and will not hold an HQ, and you get 4 of them. The other is plenty large enough to hold the HQ and you get 10 of those. I use the small ones, empty, in amphibious TFs. According to other discussions they give a small unload bonus to the TF they are a part of. When you are doing massive late game invasions, every little positive helps.

I assume you only need one of these small AGC's in each of these TFs... right?

RE: Amphib HQ's?

Posted: Sun Sep 08, 2013 1:44 am
by Cpt Sherwood
ORIGINAL: Lokasenna

ORIGINAL: Cpt Sherwood

There are two different classes of AGCs. One is very small and will not hold an HQ, and you get 4 of them. The other is plenty large enough to hold the HQ and you get 10 of those. I use the small ones, empty, in amphibious TFs. According to other discussions they give a small unload bonus to the TF they are a part of. When you are doing massive late game invasions, every little positive helps.

I assume you only need one of these small AGC's in each of these TFs... right?

As far as I can determine, they do not stack, so only one is necessary.