HQ Power and Formations

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Malevolence
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HQ Power and Formations

Post by Malevolence »

HQ Power is the value to the left of supply in the currently selected unit window.

Image

The OHQ commander performs skill rolls during combat. Operational command is always rolled. Depending on other factors, it also includes offensive tactics, defensive tactics, and other options like Tanks, Guns and infantry tactics. Skill rolls benefit attack and hitpoints and can support withdraw (Escape Artist) and reduction of entrenchment (Demolitions).

The SHQ commander also conducts a high command skill roll during combat.

Per the manual, for units to receive effects of skill bonuses, the unit must be in range of its OHQ. At 100%, a good skill roll always works. It decreases over distance to 0%, where skill rolls never work. The owning SHQ is always in range for the high command skill roll.

Code: Select all

 +---------------------+------------------------------------+----------------------------+
 |        Skill        |             Offense                |          Defense           |
 +---------------------+------------------------------------+----------------------------+
 | High Command        | Attack and Hitpoint Bonus          | Attack and Hitpoint Bonus  |
 | Operational Command | Attack and Hitpoint Bonus          | Attack and Hitpoint Bonus  |
 | Offensive Tactics   | Attack Bonus                       | None                       |
 | Defensive Tactics   | None                               | Attack and Hitpoint Bonus  |
 | Tank Tactics        | Attack and Hitpoint Bonus          | Attack and Hitpoint Bonus  |
 | Gun Tactics         | Attack and Hitpoint Bonus          | Attack and Hitpoint Bonus  |
 | Infantry Tactics    | Attack and Hitpoint Bonus          | Attack and Hitpoint Bonus  |
 | Deception           | Attack Bonus based on Entrenchment | None                       |
 | Escape Artist       | None                               | Hitpoint Bonus on Withdraw |
 | Demolitions         | Entrenchment Reduction             | None                       |
 +---------------------+------------------------------------+----------------------------+
 
 Attack Bonus: Relevant skill roll for each subordinate's attack. Difficulty is 100.
 Adds 1% bonus to attack value for each point above 100 points.
 
 Hitpoint Bonus: Relevant skill roll for each subordinate under fire. Difficulty is 100.
 Adds 1% bonus to hitpoint value for each point above 100 points.
 
 Attack Bonus based on Entrenchment: Deception skill roll for each subordinate's attack. Difficulty is 100.
 Adds 2% bonus, modified by entrenchment divided by 100, to attack value for each point above 100 points.
 
 Hitpoint Bonus on Withdraw (i.e. Retreat): Escape Artist skill roll for each subordinate's withdraw under fire.
 Difficulty is 100. Multiplies hitpoint value by four if roll above 100 points.
 
 Entrenchment Reduction: Demolitions skill roll for each subordinate's attack. Difficulty is 100.
 Reduces entrenchment value of the target by 0.5% for each point above 100 points.
 






It is important to note that the OHQ skill bonuses do NOT apply to its own HQ unit in combat. Per the image above, under Organizational Info, the HQ unit receives 0% HQ Power. Players are cautioned to protect HQ units from combat.

You can have more than one OHQ commander in an engagement, if you mix your formations in an offensive or mix them in a hex during a defensive fight.

Look for morale and experience benefits as well.

Please also note, do not assume the term attack simply means moving to contact as the offensive side. As part of each round of combat, units on the defensive side attack and unit's on offensive side are targets.

Image

Image

Reference discussions:
* https://www.matrixgames.com/forums/tm.asp?m=4834576
* https://www.matrixgames.com/forums/tm.asp?m=4834681
* Discover the Formation Type Overview
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zgrssd
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RE: HQ Power and Formations

Post by zgrssd »

There is one case where the SHQ does make OHQ skill rolls:
"As long as your Militia Units stay in HQ Power Range they’ll be able to receive positive effects from Operational HQ Skill Rolls. (note that SHQ Skill Rolls always apply irrespective of range between Unit and HQ)" 4.2.1
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Malevolence
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RE: HQ Power and Formations

Post by Malevolence »

ORIGINAL: zgrssd

There is one case where the SHQ does make OHQ skill rolls:
"As long as your Militia Units stay in HQ Power Range they’ll be able to receive positive effects from Operational HQ Skill Rolls. (note that SHQ Skill Rolls always apply irrespective of range between Unit and HQ)" 4.2.1

Actually that is true of any independent unit near the SHQ, not just Militia units. An independent unit in range of a SHQ will have HQ Power.

As you may not have used multiple SHQ's yet, remember that each zone is assigned to an SHQ. Relevant SHQs are the units' respective locations.
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W8taminute
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RE: HQ Power and Formations

Post by W8taminute »

I don't have either the game or the manual in front of me atm so I can't check for myself but is there a chart or table that displays SHQ/OHQ command ranges?
Forgive me my old friend...but I must use all my experience, to get home.
zgrssd
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RE: HQ Power and Formations

Post by zgrssd »

ORIGINAL: W8taminute

I don't have either the game or the manual in front of me atm so I can't check for myself but is there a chart or table that displays SHQ/OHQ command ranges?
The only mention I found was at 5.10.3.2 and it just reads "look on the unit cards HQ Power":
"For Units to receive positive effects of Skill bonuses (or penalties) the Unit needs to be in range of its OHQ. If HQ Power is 100% a good Skill Roll always works, if HQ Power is 0% it never works.SHQ for its High Command Skill Roll is always in range."
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W8taminute
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RE: HQ Power and Formations

Post by W8taminute »

ORIGINAL: zgrssd

ORIGINAL: W8taminute

I don't have either the game or the manual in front of me atm so I can't check for myself but is there a chart or table that displays SHQ/OHQ command ranges?
The only mention I found was at 5.10.3.2 and it just reads "look on the unit cards HQ Power":
"For Units to receive positive effects of Skill bonuses (or penalties) the Unit needs to be in range of its OHQ. If HQ Power is 100% a good Skill Roll always works, if HQ Power is 0% it never works.SHQ for its High Command Skill Roll is always in range."


Thanks! Sounds like some in-game experimentation is needed then. I will play around with the game later on today.
Forgive me my old friend...but I must use all my experience, to get home.
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Malevolence
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RE: HQ Power and Formations

Post by Malevolence »

Added above:
It is important to note that the OHQ skill bonuses do NOT apply to its own HQ unit in combat. Per the image above, under Organizational Info, the HQ unit receives 0% HQ Power. Players are cautioned to protect HQ units from combat.

Reference: "OHQ HQ Power to itself".
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*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.
zgrssd
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RE: HQ Power and Formations

Post by zgrssd »

ORIGINAL: W8taminute

ORIGINAL: zgrssd

ORIGINAL: W8taminute

I don't have either the game or the manual in front of me atm so I can't check for myself but is there a chart or table that displays SHQ/OHQ command ranges?
The only mention I found was at 5.10.3.2 and it just reads "look on the unit cards HQ Power":
"For Units to receive positive effects of Skill bonuses (or penalties) the Unit needs to be in range of its OHQ. If HQ Power is 100% a good Skill Roll always works, if HQ Power is 0% it never works.SHQ for its High Command Skill Roll is always in range."


Thanks! Sounds like some in-game experimentation is needed then. I will play around with the game later on today.
I got a 75% HQ power after hitting 6 tiles distance. That distance seems not affected by a large group of Low mountains, so it is propably not AP based - just a plain old range thing. I just happened to have the perfect map to measure that kind of stuff:



Image

Unit in picture is 7 away and only at 50% HQ Power.
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W8taminute
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RE: HQ Power and Formations

Post by W8taminute »

^Nice! I suspect I'll see the same kind of data when I get home to play my game.

Btw that's a nice rare metal deposit you have there below your unit.
Forgive me my old friend...but I must use all my experience, to get home.
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

RE: HQ Power and Formations

Post by zgrssd »

ORIGINAL: W8taminute

^Nice! I suspect I'll see the same kind of data when I get home to play my game.

Btw that's a nice rare metal deposit you have there below your unit.
There are 2 more to the north of Halfmark. I also got plenty of ruins to dig around in:
A moon of formerly 42.3 Million.
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