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Headquarters

Posted: Tue Dec 13, 2005 1:10 pm
by Mistmatz
I'm wondereing if a unit far away from a HQ of the same command area will suffer any penalties.
For example what happens to a SNLF unit of 4th Fleet when based in say India or Malaya and all 4th Fleet HQ's are in Truk. Will there be penalties when fighting or when pulling replacements? And will it benefit in combat from a HQ of another area eg. Southern Area? If so the whole area commands would be a farce (except for the restricted HQ's)... [&:]

RE: Headquarters

Posted: Tue Dec 13, 2005 2:29 pm
by rtrapasso
I'm wondereing if a unit far away from a HQ of the same command area will suffer any penalties.

Not a whole lotta penalties for doing stuff like this. Even with restricted commands, you can get away with a lot (exception is loading units on ships or aircraft transport).


EDIT: There are more restrictions on AIR UNITS from different HQs. If there are not enough supplies locally, air units get their reinforcements back at the central HQ and they have to move up to the unit. This can be highly inconvenient if you have a (say) North Pacific Air Unit (whose HQ is in Dutch Harbor, maybe) and the air unit is based in Chandpur without 20000 supply nearby.

RE: Headquarters

Posted: Tue Dec 13, 2005 4:05 pm
by Feinder
No -PENALTIES- per se. The only wierd thing you might see is, if a fragment of the unit is rebuilt, it will apear at the HQ to which it is assigned. So if NoPac is at Anchorage, and you've NoPac Div at Canton Island, any fragment rebuilds for that Div will arrive at the NoPac HQ in Anchorage.

And just FYI, if your NoPac Div at Canton Island is within range of different command HQ (maybe SoPac is on Canton Island), your NoPac Div -will- recieve the 90% bonus that being within range of the command HQ provides.

The thing about having squadrons out of range of their parent HQ is that, they will not draw replacements unless they are at a base with 20k supplies. And having an AirHQ in range of the squadrons eliminates the no-fly percentages.

-F-

RE: Headquarters

Posted: Tue Dec 13, 2005 4:40 pm
by Mistmatz
ORIGINAL: Feinder

...

The thing about having squadrons out of range of their parent HQ is that, they will not draw replacements unless they are at a base with 20k supplies. And having an AirHQ in range of the squadrons eliminates the no-fly percentages.

-F-

What do you mean with parent HQ? For instance a 4th Fleet SNLF on a lowly supplied island (<20k) is out of range of 4th Fleet HQ but not out of range of an army HQ attached to 4th Fleet, will SNLF draw replacements?

Same situation but no HQ in range I understand means no replacements, but how about an Army HQ of Southern Command in range, will it help to draw supplies, will this fulfill "parent HQ" role? I guess not, but Im not sure if I understood you correctly Feinder.

Oh and by the way you yre talking about Air HQ, are there any differences for replacing Air units or LCU's?


Same questions wondeers me also for planning, I initially asked for penalties but maybe I should have asked for bonusses being granted or not.
I think I read somewhere that HQ's planning for a target help LCU's in range when attacking that particular target. But is this all true if HQ's are from a different branch?



RE: Headquarters

Posted: Tue Dec 13, 2005 4:45 pm
by Feinder
I'll have to dig up my post on how to, and what affects drawing replacements, in a little bit (or type it in again). Time for lunch, and I have errands to run.

I'll post back around 1:30 EST.

-F-

RE: Headquarters

Posted: Tue Dec 13, 2005 4:55 pm
by Mistmatz
ORIGINAL: Feinder

I'll have to dig up my post on how to, and what affects drawing replacements, in a little bit (or type it in again). Time for lunch, and I have errands to run.

I'll post back around 1:30 EST.

-F-

Cant wait for it, sitting here in the office trying not to bite my nails too much. [;)]

Nah, just kidding, if you had a post I'll try to find it. I did a search earlier on HQ's but maybe I just chose the wrong search expressions...

RE: Headquarters

Posted: Tue Dec 13, 2005 4:57 pm
by rtrapasso
maybe I just chose the wrong search expressions...

The search function is working erratically (if at all) these days.

RE: Headquarters

Posted: Tue Dec 13, 2005 8:11 pm
by Feinder
Air Replacements.
An Air Squadron will draw replacements if there are actually replacements in the pool (duh) and -
a. It is at a base with 20,000 supplies. If the squadron is at a base with 20k supplies, the HQ of the squadron or base doesn't matter.
b. Within transfer range of the squadrons parent command HQ, and that parent command HQ is at a base with 20k supplies.

If either of these two conditions are met, your squadron can draw replacements directly to it's hex. They start as damaged, and then are repaired. If your squadron is at an AF with high service level damage, that's no good. You'll pull a bunch of planes into your squadron that start as damaged, then not be able to repair them. I believe replacements are drawn for all squadrons every three days, but I can't remember for sure.

c. If the sqdn is NOT within transfer range of it's parent command HQ, but the command HQ does have 20k supplies, it will form a fragment at the command HQs base.

If your squadron does NOT have the maximum aircraft, and you do not fulfill one of the requirements above, you MIGHT draw replacements into a new fragment unit, that is created at the base that the command HQ of the BASE that your squadron is stationed at. That one is confusing I know. I'll provide an example with all four possabilities.

The 43rd FS is flying P-40Es at Port Moresby.
The 43rd FS as a squadron is assigned to SWPac.
SWPac is at Townsville.
OzCom is at Darwin.
Port Moresby (the base) is assigned to OzCom.
Townsville (the base) is assigned to OzCom.
Darwin (the base) is assigned to OzCom.

The facts that Townsville and Darwin are assigned to OzCom are actually irrelevant, I just put that in there to be thorough.

1. If PM has 20k supplies, 43 FS will draw replacements normally.
2. If PM does NOT have 20k supplies, the 43rd FS will try to draw supplies from it's own parent HQ (SWPac). SWPac is located at Townsville. If Townsville has 20k supplies -and- is within transfer range of Port Moresby , then 43rd FS will draw replacements.
3. If the 43rd FS is NOT within transfer range of Townsville, but there are 20k supplies at Tville, a fragment for 43 FS will be created at Tville.
4. If PM does NOT have 20k supplies. And if Townsville does not have 20k supplies, it will look at the location of the command HQ that the BASE is assigned. 43rd FS is at PM. PM (the base) is assigned to OzCOm. OzCom HQ is located at Darwin. If Darwin has 20k supplies, it will possibly create a fragment of 43rd FS at Darwin. I don't know at what level it starts creating fragments. If your squadron is only missing 2 or 3 planes, I don't think it will create a fragment. But if you're only at half strength, you're more likely see this happen (if all the other circumstances to draw replacements are not met).

** Because CV squadrons do NOT have a parent HQ, they must be at a base with 20k supplies in order to draw replacemetns (on or off of their carrier).

Some other things of note :
a. Air HQs have nothing to do with replacements. They might draw supplies like other HQs, which would affect your ability to pull replacements. But the Air HQ itself has no affect on replacements.
b. Your reinforcement squadrons may upgrade on the day that they arrive, thus taking a hit against your pool. Just be advised of this.

RE: Headquarters

Posted: Tue Dec 13, 2005 9:05 pm
by Feinder
LCU Replacements

LCU replacements are bit more nebulous. According to the manual, the only thing that affects really affects an LCU's abilty to draw replacements, is that it needs 2x supplies, or withing range of 2x supplies. The HQ of the LCU or base, doesn't matter.

1. If an LCU has 2x supplies at it's base (supplies are white), it will potentially draw replacements. These squads/guns start disabled, and are repaired.
2. If an LCU can trace an overland supply link to another base with 2x supplies, that base MAY feed replacements (by supply expendature), to the LCU at the other base.
Example -
a. If your Division is based at Caluctta, and you have 2x your supply requirement, you will draw replacements from Calcutta (expending supplies).
b. If there are 2x supplies at Dacca, Dacca will ALSO help you draw replacemetns (in Calcutta), by expending supplies in Dacca.


3. If you already have 50% disabled squads, I don't THINK you will draw replacements, regardless of your supply level. With half your squads already disabled, your unit already in peril of permanently losing some of those squads, so adding more replacements (as disabled squads), would only make you worse off. I think it'll try to repair those disabled squads first, before drawing replacements.

Some things to consider.
a. If you live on an island, you need 2x supplies to draw replacements. If you don't have 2x supplies, you'll never pull replacements.
b. I don't know how MANY replacements can be drawn at once. If you have the requisite supply, it feels like it will draw squads until your disabled squads are about 25% of your active squads (remember, replacement squads start as disabled).

a. If you have 60 active squads, and 70 disabled (you're fairly shot up), you're not going to draw any more, because your current disabled squads are already dying off.
b. If you have 60 active squads, and 10 disabled, you may draw 5 squads (which appear as disabled, so you now have 15 disabled squads, 25%). As those squads repair, lets say you now have 68 active squads, and 7 disabled, you can draw 10 more squads (total of 17, 25%).

Again, I'm not sure the percentage is 25%. I really have no idea what it is, but it's certainly less than 50% (because that's bad).

But as you can see, the HQ assignment of your LCU doesn't really matter.

Now, that being said, it's better to be stacked in a hex with an HQ because:
a. HQs draw more supplies, which is what you need to draw replacemetns with anyways.
b. HQs make up support deficit. You won't draw more replacement squads, than your LCU has in inherit support. Since most LCUs have a support deficit, they will never completely fill out (or at least repair the disabled squads), unless stacked with an HQ.
c. HQs help "repair" those replacement squads, since they appear damaged.

-F-

RE: Headquarters

Posted: Tue Dec 13, 2005 9:13 pm
by Mistmatz
I am impressed, thank you very much Feindeer. [&o]

Now I'll reread to make sure I understand all of that stuff. [:)]

RE: Headquarters

Posted: Wed Dec 14, 2005 1:13 am
by dtravel
Hmm, that's a nice theory Feinder but I'm not sure it holds up in practice. I know that I've had US base force units arrive in San Francisco at 50/50 and take months to build up. With ample squads/elements in the pool, in the same hex as West Coast HQ and 500K plus supplies in SF, SD, LA, SEA, PORT and USA by your theory they should only take a few days or maybe weeks. Instead they seem to be limited to receiving one or two squads/elements two of every three days.

I will try to remember to do some detailed tracking when I have time later, but its likely to be a while.

RE: Headquarters

Posted: Wed Dec 14, 2005 1:28 am
by SGT Swanson
Now, I'm sorry to steal some of your thunder Feinder, but unfortunately, there's 2 things missing:

1.) What's the "Command Distance" for each of the different HQ types for LCUs? How far away can a Theater HQ (SoPac) be before it's TOO far away to be any good? How about a Army or Corps HQ?

2.) And why did they take out the objective bonus (I think that's what it was in the original game {Pacific War})? In the original game in order to get a HQ bonus a LCU had to be assigned to that HQ or a subordinate one that was also attached to the same higher HQ to get a combat bonus and supply priority. How this worked was that the higher HQ (we'll use SoPac with Lugna as it's objective) would give a bonus to any unit who was based at it's location and had the same objective as well as to those LCUs that were in command range that were attacking that HQs objective.

As it stands now I can have SoPac's objective as Rabul and have the 1st Marines (obj. Lugna) attack Lugna with NO apparent penalties. This is part of the game I don't like, as it makes the Corps/Army HQs almost useless.

The supply aspect which you wrote up is all great, but it also almost completely negates the true purpose of having HQ's at all. Which was to run their little part of the war.

RE: Headquarters

Posted: Wed Dec 14, 2005 2:44 am
by Dino
ORIGINAL: dtravel

I know that I've had US base force units arrive in San Francisco at 50/50 and take months to build up.

I've noticed that the game provides replacements to front line units at much faster rate then to LCUs that are far in the rear (which makes sense).

RE: Headquarters

Posted: Wed Dec 14, 2005 2:59 am
by dtravel
ORIGINAL: Dino

ORIGINAL: dtravel

I know that I've had US base force units arrive in San Francisco at 50/50 and take months to build up.

I've noticed that the game provides replacements to front line units at much faster rate then to LCUs that are far in the rear (which makes sense).

I don't think that was the problem.

RE: Headquarters

Posted: Wed Dec 14, 2005 3:04 am
by dtravel
ORIGINAL: SGT Swanson

Now, I'm sorry to steal some of your thunder Feinder, but unfortunately, there's 2 things missing:

1.) What's the "Command Distance" for each of the different HQ types for LCUs? How far away can a Theater HQ (SoPac) be before it's TOO far away to be any good? How about a Army or Corps HQ?

2.) And why did they take out the objective bonus (I think that's what it was in the original game {Pacific War})? In the original game in order to get a HQ bonus a LCU had to be assigned to that HQ or a subordinate one that was also attached to the same higher HQ to get a combat bonus and supply priority. How this worked was that the higher HQ (we'll use SoPac with Lugna as it's objective) would give a bonus to any unit who was based at it's location and had the same objective as well as to those LCUs that were in command range that were attacking that HQs objective.

As it stands now I can have SoPac's objective as Rabul and have the 1st Marines (obj. Lugna) attack Lugna with NO apparent penalties. This is part of the game I don't like, as it makes the Corps/Army HQs almost useless.

The supply aspect which you wrote up is all great, but it also almost completely negates the true purpose of having HQ's at all. Which was to run their little part of the war.

1) Command Radius is listed for each HQ in the upper left of the LCU Detail Screen.

2) Setting an HQ's Objective should add to the combat strength of that side's units in the hex. A corp and a command HQ can give additional bonuses if both are set. There is no "penalty" per se. And, yes, there is almost no chain-of-command in the game. As for "Why?", we will never know. The rationale behind any the design decisions will never be explained.

RE: Headquarters

Posted: Wed Dec 14, 2005 1:53 pm
by Feinder
"Personal results are not guarenteed, and may vary with consumer..."

LCU replacements are tough to track. Whether you're drawing them (best do simply do that by checking the industry screen) or not, and certainly WHERE you draw them to, is tough.

Also know that:
a. Units will more supplies will draw more replacements, faster.
b. Units with more support will draw more replacements faster.
b. Units with low fatgue will draw more replacemetns, faster. Note this means that a unit in a malaria zone, will draw replacemetns much slower. That's why the various malaria free bases like Rangoon, Soerbaja, Darwin, Noumea, and Suva are important.
d. The index of a unit, SEEMS to be the most important factor in determining a LCUs priority for recieving replacements. Each LCU is assigned a unigue ID #, not it name - you can find this number by hoving one th unit. Units with a lower ID # -SEEM- to have priority when drawing replacements (if they meed supply requirements). You can control better who actually draws squads or those all-imortant radar sets, but setting replacements off for everyone, and then turn replacements on for specific units. This is a bit of micromanagement for my taste tho (altho my brother Knavey -DOES- do this).
e. Again, a units ability to draw replacements is directly related to its ability to draw supply.

All I can say is, my comments have been derived mostly thru personal game experience and testing. In my own case, I tend to have no problem to "growing" my LCUs (except China, and they just suck). I take that back. The Indian LCUs are tough also. But that's more because they don't have a remarkably high replacement rate, and most of their initial formations start off with 2/3 disabled. But for them, it -is- a matter of selectively "growning" specific formations.

I am first and formost a supply fiend; which I'm sure helps my LCUs considerably.

Just rememeber, "You can never have too much supply and support. And stay out of malaria zones." Take that to the extreme, and your LCUs will grow fairly quickly. Try it, you'll like it.

===

Regarding peparation -

Command radius : Remember that this is 1 -less- than what is indicated on the screen. Some numb-nutts decided that counting the hex that the unit was, seemed like a good idea. So if your command radius is 9, a unit that is 8 hexes away (as the crow flies and/or across water), will gain the benefit. Note that some smaller command HQs (Malaya, and Y force - whichever the minor one in China is), usually have a command radius of 5 (so really 4).

What is that Command HQ doing for me?

a. It's amassing supplies into it's hex (target is 25k). With THAT many supplies, it's likely going to have 2x it's base requirments, and can thus send your front-line unit more supplies (which means faster recovery and replacements).


b. If you're actually in the same hex WITH the HQ, and thus have the major support surplus, you will recover fatigue, morale, disruprtion faster, and recieve more replacements. SUPPORT IS GOOD.


c. Being with the command radius gives you a 90% increase to your assault strength (attacking or defending). Obviously, this is major, and yes, it works, I tested it.

c1. I'm not positive if this can be "stacked", as in, what if you're within the radii of two command HQs? Do you get a 90% increase, times 2? Don't know. But I doubt it.

c2. The prep points for the HQ, or the location of the prep for the HQ, may or may not affect this. From what little testing I have done, I do not BELIEVE that it affects it much. I know you get the 90% bonus, if you're anywhere in the radius, regardless of the HQ's prep. It MIGHT give you a little more bonus, if you're in the base that it's prepped for, but I'm not positive.


d. The corps HQ (command radius 1, really same hex only), will provide extra support (yay!), and a 10% bonus to your assault strength.


e. Being within the command radius of a command HQ, and stacked with a corps HQ, will give you a 100% increase to your assault strength (double it).


f. Having a command HQ, prep for a base that is outside of it's command radius does...? Nothing as far as I can tell. But yes, I do it too. Frankly, it's sometimes just a "bookmark" for me, of what I'm concentrating on or whatever.

This is just my own personal observations. All I can say is that my LCUs tend to grow fairly rapidly, and my observations work for me. It doesn't bother me if somebody disagrees, and hasn't seen the same thing. There are plenty of things in this game that can unpredictable at best.

Good luck!
-F-

RE: Headquarters

Posted: Wed Dec 14, 2005 6:04 pm
by Knavey
Feinder is right about being able to force replacements to a unit. I do that from the start with radar and BFs.

Radar replacement rate is 30/month and I tracked it for about 2 months. I NEVER had a unit not recieve the radar that was intended for it regardless of its supply situation. Just something to chew on.

Also use the Replacements Off feature to force units to recieve the troops. Indian Divisions are a good example of this if you are trying to fill one out prior to the others, but it does take a while.


Curious about something...how much does disruption of support squads on an HQ unit effect its ability to give all the bonuses. If you have HQs stacked in combat hexes, they normally are taking pretty big hits on disrupted squads. When it is (125) 25, does it still give the full bonuses of being stacked with it?

RE: Headquarters

Posted: Wed Dec 14, 2005 6:12 pm
by Feinder
Curious about something...how much does disruption of support squads on an HQ unit effect its ability to give all the bonuses. If you have HQs stacked in combat hexes, they normally are taking pretty big hits on disrupted squads. When it is (125) 25, does it still give the full bonuses of being stacked with it?

Good question. Dunno. Didn't test that yet. Also worth testing to see if HQ fragments lend the bonus, or just the parent (since I know you like to "spread the love" of HQs around).

-F-

RE: Headquarters

Posted: Wed Dec 14, 2005 6:20 pm
by Bradley7735
ORIGINAL: Feinder
Curious about something...how much does disruption of support squads on an HQ unit effect its ability to give all the bonuses. If you have HQs stacked in combat hexes, they normally are taking pretty big hits on disrupted squads. When it is (125) 25, does it still give the full bonuses of being stacked with it?

Good question. Dunno. Didn't test that yet. Also worth testing to see if HQ fragments lend the bonus, or just the parent (since I know you like to "spread the love" of HQs around).

-F-

I have not tested this, but I have seen postings from beta's (Frag or Nik) saying that only the parent HQ gives bonuses. The fragments will only provide generic support benefits, not HQ benefits.

RE: Headquarters

Posted: Thu Dec 15, 2005 11:10 pm
by SGT Swanson
Ok guys, I give you full permission to call me stupid on the Command Radius question. I never saw that bit of info in the window.

- Feinder, I hope you don't mind, but I copied and pasted your explaination into Word so I can incorperate it into the WitP Help doc I keep updating. Full credit will be given. I will probable shorten it up some though.

As for the Corps HQ radius - one must remember that all hexes are 60 miles across. Corps HQs are usually around 1 to 5 mi behind the lines, so this would make sense.