Fleet HQ's role
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Fleet HQ's role
what is the best way to utilize Fleet HQ's?
"The probability of survival is equal to the angle of arrival"
Chuck Yeager
Chuck Yeager
- Tom Hunter
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RE: Fleet HQ's role
Use them to invade Atolls. Unlike your other land units they come back if you lose them. So you can repeat the invasion every 3 months until it works.
Or you can use them to speed ship repair.
Or you can use them to speed ship repair.
RE: Fleet HQ's role
how do they enhance the invasion force? the same way as the other HQ's?
and do you know how much more effective the ship repair compared to the repair ships?
and do you know how much more effective the ship repair compared to the repair ships?
"The probability of survival is equal to the angle of arrival"
Chuck Yeager
Chuck Yeager
- Tom Hunter
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- Joined: Tue Dec 14, 2004 1:57 am
RE: Fleet HQ's role
First answer should be taken tounge firmly in cheek.
I am not sure how much they affect ship repair but they are cumulative with ARs.
I am not sure how much they affect ship repair but they are cumulative with ARs.
RE: Fleet HQ's role
ORIGINAL: steve99x
how do they enhance the invasion force? the same way as the other HQ's?
and do you know how much more effective the ship repair compared to the repair ships?
To first I'd rather use Amhibious Force HQ on AGC.
I think it was (support squads/100) that Fleet HQ adds to repair. So, 200 support squads Naval HQ would add +2 to port size for repairs.
Cheers,
M.S.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


RE: Fleet HQ's role
A fleet HQ in a port gives a bonus equal to increasing the port by the number of support in the HQ divided by 50. So one good fleet HQ might be worth as much as 2 or 3 AR. Plus, I believe that this bonus may apply to an unlimited number of ships trying to repair in the port.
Fear the kitten!
RE: Fleet HQ's role
so... jokes aside... har...
best used as a ship repair port-enhancer? or is there a role bonus in an invasion force?
best used as a ship repair port-enhancer? or is there a role bonus in an invasion force?
"The probability of survival is equal to the angle of arrival"
Chuck Yeager
Chuck Yeager
RE: Fleet HQ's role
ORIGINAL: irrelevant
A fleet HQ in a port gives a bonus equal to increasing the port by the number of support in the HQ divided by 50. So one good fleet HQ might be worth as much as 2 or 3 AR. Plus, I believe that this bonus may apply to an unlimited number of ships trying to repair in the port.
Divided by 50 ?? Wow, I need to get the other Fleet HQ to frontline soon. Subs seem to repair quite fast on Wake indeed, albeit I have 4 ARs there too.
Cheers,
M.S.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


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AmiralLaurent
- Posts: 3351
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- Location: Near Paris, France
RE: Fleet HQ's role
ORIGINAL: Sardaukar
ORIGINAL: irrelevant
A fleet HQ in a port gives a bonus equal to increasing the port by the number of support in the HQ divided by 50. So one good fleet HQ might be worth as much as 2 or 3 AR. Plus, I believe that this bonus may apply to an unlimited number of ships trying to repair in the port.
Divided by 50 ?? Wow, I need to get the other Fleet HQ to frontline soon. Subs seem to repair quite fast on Wake indeed, albeit I have 4 ARs there too.
Cheers,
M.S.
Yes I have also the 50 number in mind. A naval HQ is most of the times increasing by 4 the size of the port for repairs.
I think they are also helping for loading/unloading if I remember well.
All of this is in the manual.
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Yamato hugger
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- Joined: Tue Oct 05, 2004 5:38 am
RE: Fleet HQ's role
They also add to the amount of supplies that can be stockpiled on a base if the air + port of the base is less than 10. 50k I think. Its in the rules as well.
RE: Fleet HQ's role
ORIGINAL: AmiralLaurent
I think they are also helping for loading/unloading if I remember well.
All of this is in the manual.
I think my manual has some sort of cloaking device or stealth feature for important information...[:'(][;)]
Or maybe I should just re-read it few times..again [:D]
Cheers,
M.S.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


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Yamato hugger
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- Joined: Tue Oct 05, 2004 5:38 am
RE: Fleet HQ's role
Or maybe I should just re-read it few times..again
My manual is part of my "bathroom library" [;)]
- Bradley7735
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RE: Fleet HQ's role
Fleet HQ's give you no invasion bonus. That was a joke from the poster. They give bonuses to ports. I thought it was just repairing of ships, but I guess it's possible that they help to unload and load ships.
Amphib FORCE HQ's give bonuses to invasions. (only the FORCE HQ's, not the others.) You don't start getting Amphib Force HQ's until late 43 and only as allied. They also need to be loaded on an AGC ship and the ship needs to be in the hex of the invasion. They will stay on the ship until the base is taken.
Amphib FORCE HQ's give bonuses to invasions. (only the FORCE HQ's, not the others.) You don't start getting Amphib Force HQ's until late 43 and only as allied. They also need to be loaded on an AGC ship and the ship needs to be in the hex of the invasion. They will stay on the ship until the base is taken.
The older I get, the better I was.
RE: Fleet HQ's role
Here is something I put together from the manual concerning HQs. I hope it helps.
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- HQ.txt
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AmiralLaurent
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- Joined: Tue Mar 11, 2003 8:53 pm
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RE: Fleet HQ's role
ORIGINAL: Skyros
Here is something I put together from the manual concerning HQs. I hope it helps.
"Naval HQs
– A Fleet HQ in a port gives a bonus equal to increasing the port by the support in the HQ divided by 50 (generally 2 or 3). "
I understand that this size bonus applies to all uses of a port (repair and loading/unloading). Now that I think of it, I don't remember that this bonus is useful for torpedo/mine resplenishment.
RE: Fleet HQ's role
It sure makes getting the Asiatic Fleet HQ out of PI worth the effort.
RE: Fleet HQ's role
Yes I always get it out by sub transport It helps in Darwin or any place in OZ.
- Tristanjohn
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RE: Fleet HQ's role
ORIGINAL: Sardaukar
ORIGINAL: AmiralLaurent
I think they are also helping for loading/unloading if I remember well.
All of this is in the manual.
I think my manual has some sort of cloaking device or stealth feature for important information...[:'(][;)]
Or maybe I should just re-read it few times..again [:D]
Cheers,
M.S.
The manual was poorly written and not indexed at all.
Does anyone know if Acrobat Reader (full-fledged edition) has an indexing feature? If not, what other common word-processing programs have that now? I know some do, just can't recall which ones. (All I've used for years are little programs like Cetus, and those rarely. I've lost track of what's out there.)
Point is, if Acrobat does have that feature, of if someone has word-processor software which does, then it should be possible to run the manual through that software and then re-encrypt it in Acrobat's format for distribution to the WitP community. It could only help finding these sorts of details.
Regarding Frank Jack Fletcher: They should have named an oiler after him instead. -- Irrelevant
RE: Fleet HQ's role
I use "Edit/Find" all the time. Works great.Does anyone know if Acrobat Reader (full-fledged edition) has an indexing feature?
Fear the kitten!
RE: Fleet HQ's role
Why do you need to evac the Fleet HQ in PI. I thought all HQs came back as a reinforcement?
If not, then which types do, and which types don't?
I've never bothered with the Fleet HQ in Manilla. But I also never bothered to check the reinforcement list to see when/if it ever came back.
-F-
If not, then which types do, and which types don't?
I've never bothered with the Fleet HQ in Manilla. But I also never bothered to check the reinforcement list to see when/if it ever came back.
-F-
"It is obvious that you have greatly over-estimated my regard for your opinion." - Me





