Strategia Effetti degli HQ, in sintesi

Discussione in 'War in the Pacific: Admiral Edition' iniziata da Invernomuto, 24 Marzo 2010.

  1. Invernomuto

    Invernomuto -

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    Una sintesi degli effetti degli HQ presenti in AE.

    Command Headquarters
    -

    • If no Corps HQ is in range, then Command HQ acts as a corps HQ (see below).
    • If there is a Corps HQ present, and the Command HQ is within 2x its range, it provides a bonus of up to 90% of the Assault Value of attacking units.
    • The Land Skill and Inspiration ratings of the command HQ commander modifies the bonus, so the higher the ratings, the better.
    • All Command HQ have lots of support squads and some have motorized support squads, so they help reduce fatigue and disruption for units in the same hex.
    • Some Command HQ have aviation support squads, so they can provide support to air groups (Japanese: 5th Command; Allied: Southeast Asia, Far East, and CCAHQ)
    • Some Allied Command HQ have naval support squads, so they can load/unload/rearm ships (North Pacific, Pacific Fleet, South Pacific, and Southwest Pacific)
    • Command HQ at a properly supplied base, can act as a source of replacements for Air Groups (with 20k supply present, if within range of the Air Group, Group gets replacements, if out of range, sub-unit is created at the Command HQ base... There are other ways for Air Replacements to happen)
    • Command HQ at a properly supplied base, can act as a source of replacements for Air Groups
    • Command HQ stockpile supplies and draw supplies through overland movement rapidly to their location. This can be useful for drawing supplies to an inland base.


    Army Headquarters -


    • Helps with ground combat. Ground units in range can gain up to a 10% bonus to their Assault Value (whether attacking or defending).
    • The Land Skill and Inspiration ratings of the Army HQ commander modifies the bonus, so the higher the ratings, the better.
    • Army HQ have lots of support and some have motorized support squads, so they help reduce fatigue and disruption for units in the same hex.


    Corps Headquarters -


    • Helps with ground combat. Ground units in range can gain up to a 10% bonus to their Assault Value (whether attacking or defending).
    • The Land Skill and Inspiration ratings of the Corps HQ commander modifies the bonus, so the higher the ratings, the better.
    • Corps HQ have lots of support and some have motorized support squads, so they help reduce fatigue and disruption for units in the same hex.


    Amphibious Force Headquarters -


    • Helps amphibious invasions suffer fewer losses. Invasions land faster with less disruption.
    • They must be loaded in an AGC and present in the invasion hex.
    • Amphibious Corps HQ are not Amphibious Force HQ. They are just Corps HQ.
    • Amphibious Force HQ do not function as a Corps or Command HQ.
    • Amphibious Force HQ have lots of support squads, so they help reduce fatigue and disruption for units in the same hex (but you probably don't want to off-load it for this purpose).
    • Land Skill of the HQ Leader modifies the effectiveness of the HQ.


    Naval Headquarters -


    • Helps to speed ship repair time.
    • Good to have in a base that perfoms a lot of repair, but potentially useful in a forward base used for rapid repair or a repair near combat to save badly damaged ships.
    • The qualities and skills of the HQ leader has no influence or bearing on the HQ function, so a Naval HQ is a good place for your stupidist, most incompetant admirals to become heros.
    • Most Naval HQ have naval support squads, so they can load/unload/rearm ships
    • Some Naval HQ have support or motorized support squads, so they help reduce fatigue and disruption for units in the same hex.


    Air Headquarters -


    • Helps by allowing more aircraft to fly and allows more air units to be based at a base with this type of HQ, coordinating aircraft replacement/upgrades and supporting more groups at a base.
    • Air Group stacking at a base is improved by Air HQ. The best Air HQ of the same command as the base which is within range can add its command radius to the number of groups that can be administrated, or if not in the same command, the nearest HQ will add ½ its command radius to the number of groups. Important note: for this to work, the base and the Air HQ must be attached to the same command.
    • Level bombers not located within an air HQ’s Command Radius will have their number of planes flying reduced by 25% for Offensive Missions.
    • Air HQ have aviation support squads, so they can provide support to air groups
    • Most Air HQ have either support or motorized support squads, so they help reduce fatigue and disruption for units in the same hex.
    • All other air strike Missions by units outside an air HQ’s command radius will have the flying planes reduced by 10%.
    • Not sure if any of the leader qualities matter...
     

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