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HQ's - 9/22/2013 5:16:52 PM   
Snydly


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Just a question about the HQ's being used in an attack on an enemy, when the combat result involves flipping the attacking units. Does the HQ lose its ability to reorganize units later in the impulse.

For example:
Wavell an ARM-HQ 5(2)4 attacks with two other infantry units in Egypt. The Die Roll results in a 1/1 CRT result.

After the loses are applied all the units are flipped. When the ARM-HQ Wavell is flipped he loses the ability to reorganize two units right?

Just getting used to the rules again. Oh and might as well ask ... the ARM-HQ has a stacking value of 1 ... so only another corps can stack with it and a division as well?

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Looking forward to playing my favorite board game WIF on the computer.
Post #: 1
RE: HQ's - 9/22/2013 5:34:17 PM   
Centuur


Posts: 8802
Joined: 6/3/2011
From: Hoorn (NED).
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quote:

ORIGINAL: Snydly

Just a question about the HQ's being used in an attack on an enemy, when the combat result involves flipping the attacking units. Does the HQ lose its ability to reorganize units later in the impulse.

For example:
Wavell an ARM-HQ 5(2)4 attacks with two other infantry units in Egypt. The Die Roll results in a 1/1 CRT result.

After the loses are applied all the units are flipped. When the ARM-HQ Wavell is flipped he loses the ability to reorganize two units right?

Just getting used to the rules again. Oh and might as well ask ... the ARM-HQ has a stacking value of 1 ... so only another corps can stack with it and a division as well?

Yes, to both questions.

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Peter

(in reply to Snydly)
Post #: 2
RE: HQ's - 9/22/2013 5:34:26 PM   
Ur_Vile_WEdge

 

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If the HQ is flipped, then yeah it can't re-org anyone later. If however, the HQ stayed face-up after the attack, he could re-org, maybe even half of the attackers if you're playing with 2D10


And yes, HQ are corps sized units, so at most you could stack another corps and division (and air guys) with them. Unless you're at an off map hex.


(in reply to Snydly)
Post #: 3
RE: HQ's - 9/22/2013 5:52:12 PM   
Neilster


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Joined: 10/27/2003
From: Hobart, Tasmania, Australia
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For newbies, "flipping" is terminology from cardboard WiF where the counters are physically flipped over to denote that that unit is disrupted. In MWiF, if a unit is disrupted, it is signified by the unit status indicators.

The example above is why it is dangerous to include HQs in attacks. Not only can they be disrupted but they then can't reorganise other units too - a double whammy.

Cheers, Neilster

(in reply to Ur_Vile_WEdge)
Post #: 4
RE: HQ's - 9/22/2013 7:33:41 PM   
Shannon V. OKeets

 

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From: Honolulu, Hawaii
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quote:

ORIGINAL: Ur_Vile_WEdge

If the HQ is flipped, then yeah it can't re-org anyone later. If however, the HQ stayed face-up after the attack, he could re-org, maybe even half of the attackers if you're playing with 2D10


And yes, HQ are corps sized units, so at most you could stack another corps and division (and air guys) with them. Unless you're at an off map hex.



No off-map hexes in MWIF.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Ur_Vile_WEdge)
Post #: 5
RE: HQ's - 9/23/2013 1:49:03 AM   
Snydly


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Joined: 10/4/2006
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Thanks for the answers ...

Another thought arose for me, could Wavell do Attacker HQ Support and add 5 Strength to the fight. If he is flipping anyways might as well try for a CRT column shift in your favor?



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Looking forward to playing my favorite board game WIF on the computer.

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Post #: 6
RE: HQ's - 9/23/2013 2:36:45 AM   
composer99


Posts: 2923
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From: Ottawa, Canada
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quote:

ORIGINAL: Snydly

Thanks for the answers ...

Another thought arose for me, could Wavell do Attacker HQ Support and add 5 Strength to the fight. If he is flipping anyways might as well try for a CRT column shift in your favor?




That is correct, an HQ participating in a combat adds its factors to the attacking (or defending) total and, if it is organized ("face-up" in the tabletop game) at the start of the battle you can also use its HQ support.

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~ Composer99

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RE: HQ's - 9/23/2013 3:43:52 AM   
Ur_Vile_WEdge

 

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quote:

ORIGINAL: Snydly

Thanks for the answers ...

Another thought arose for me, could Wavell do Attacker HQ Support and add 5 Strength to the fight. If he is flipping anyways might as well try for a CRT column shift in your favor?





I thought on the attack, a HQ HAD to be fighting in order to provide support.


And don't forget, if you're playing with 1D10, a HQ providing support doesn't always successfully do so (and consequently flip) Furthermore, if you do well enough on the attack, the attackers don't flip, and that can easily happen where lots of armor are around to call a blitz.

(in reply to Snydly)
Post #: 8
RE: HQ's - 9/23/2013 4:47:29 AM   
Extraneous

 

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quote:

ORIGINAL: Ur_Vile_WEdge

I thought on the attack, a HQ HAD to be fighting in order to provide support.


And don't forget, if you're playing with 1D10, a HQ providing support doesn't always successfully do so (and consequently flip) Furthermore, if you do well enough on the attack, the attackers don't flip, and that can easily happen where lots of armor are around to call a blitz.


quote:

11.16.3 HQ support (option 13)
Support
After all land attacks are declared, the inactive side announces HQ support for target hexes. You can only allocate 1 face-up HQ to support each hex. It must be in, or adjacent to, the target hex. It can’t provide support to a unit it does not co-operate with, to an adjacent hex if it is separated from it by an impassable hexside, or if its own hex is also being attacked.


In the hex or adjacent. Hows it goin WEdge

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(in reply to Ur_Vile_WEdge)
Post #: 9
RE: HQ's - 9/23/2013 3:03:26 PM   
Ur_Vile_WEdge

 

Posts: 585
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quote:

ORIGINAL: Extraneous


quote:

ORIGINAL: Ur_Vile_WEdge

I thought on the attack, a HQ HAD to be fighting in order to provide support.


And don't forget, if you're playing with 1D10, a HQ providing support doesn't always successfully do so (and consequently flip) Furthermore, if you do well enough on the attack, the attackers don't flip, and that can easily happen where lots of armor are around to call a blitz.


quote:

11.16.3 HQ support (option 13)
Support
After all land attacks are declared, the inactive side announces HQ support for target hexes. You can only allocate 1 face-up HQ to support each hex. It must be in, or adjacent to, the target hex. It can’t provide support to a unit it does not co-operate with, to an adjacent hex if it is separated from it by an impassable hexside, or if its own hex is also being attacked.


In the hex or adjacent. Hows it goin WEdge



My rules must be out of date, because my book says

quote:

After all land attacks are declared, the inactive side announces HQ support for target hexes. You can only allocate 1 face-up HQ to support each hex. It must be in, or adjacent to, the target hex. It can’t provide support to a unit it does not co-operate with, to an adjacent hex if it is separated from it by an impassable hexside, or if its own hex is also being attacked.


Then the active side can allocate 1 face-up HQ to support each target hex. The HQ must be one of the units attacking that hex.


So I had always been playing, for Defensive HQ support, the HQ had to be adjacent, and for offensive, it had to be actually attacking. but I guess I don't have to keep sticking Bock and Runstedt's necks out to attack Paris. Although limited frontage for when I need that HQ support to crack the city means I might not be able to take a 7 off the line. Hmmm......


But it's going quite well. How are things at your end, Extraneous?

(in reply to Extraneous)
Post #: 10
RE: HQ's - 9/23/2013 4:46:25 PM   
Shannon V. OKeets

 

Posts: 22095
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From: Honolulu, Hawaii
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quote:

ORIGINAL: Ur_Vile_WEdge


quote:

ORIGINAL: Extraneous


quote:

ORIGINAL: Ur_Vile_WEdge

I thought on the attack, a HQ HAD to be fighting in order to provide support.


And don't forget, if you're playing with 1D10, a HQ providing support doesn't always successfully do so (and consequently flip) Furthermore, if you do well enough on the attack, the attackers don't flip, and that can easily happen where lots of armor are around to call a blitz.


quote:

11.16.3 HQ support (option 13)
Support
After all land attacks are declared, the inactive side announces HQ support for target hexes. You can only allocate 1 face-up HQ to support each hex. It must be in, or adjacent to, the target hex. It can’t provide support to a unit it does not co-operate with, to an adjacent hex if it is separated from it by an impassable hexside, or if its own hex is also being attacked.


In the hex or adjacent. Hows it goin WEdge



My rules must be out of date, because my book says

quote:

After all land attacks are declared, the inactive side announces HQ support for target hexes. You can only allocate 1 face-up HQ to support each hex. It must be in, or adjacent to, the target hex. It can’t provide support to a unit it does not co-operate with, to an adjacent hex if it is separated from it by an impassable hexside, or if its own hex is also being attacked.


Then the active side can allocate 1 face-up HQ to support each target hex. The HQ must be one of the units attacking that hex.


So I had always been playing, for Defensive HQ support, the HQ had to be adjacent, and for offensive, it had to be actually attacking. but I guess I don't have to keep sticking Bock and Runstedt's necks out to attack Paris. Although limited frontage for when I need that HQ support to crack the city means I might not be able to take a 7 off the line. Hmmm......


But it's going quite well. How are things at your end, Extraneous?

MWIF follows your interpretation. An HQ on the attacking side can only contribute HQ support if it participates in the attack.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Ur_Vile_WEdge)
Post #: 11
RE: HQ's - 9/23/2013 7:06:26 PM   
Easo79


Posts: 99
Joined: 7/12/2013
From: Mallorca, Illes Balears
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Let’s see if I have understood the HQ support thing….( I really doubt it)

One HQ is a land unit that, when in combat, can

a) fight
b) support

1. Attacking:

b) requires a)

Therefore one HQ unit can attack AND support, or only attack. It seems that a very powerful attack leaves victor units ready for new battles, but doing support always ”burns out” BOTH the fighting and the supporting ability of the HQ. Therefore if one HQ is engaged in a very favourable battle, it would seem logical NOT to invoke its supporting abilities. In contrast, in a tied battle even the winner can be “disconnected”, and in that case it seems advisable to use the HQ support magic, because it seems the player is going to lose it anyway.

2. Defending:

The HQ can support one hex even if it is not located in that hex (1 hex away max). But if the HQ is attacked (because it is located in an attacked hex), it can only support its own hex. The HQ can, therefore,

i) defend only
ii)support only
iii) both defend and support (but it must do that in the same hex)

Maybe the same considerations of opportunity or advisability can be made as above….but as the attacker chooses the battles he fights, I would say than more often than not the defending side can found himself in dire straits...so if one HQ is attacked it seems advisable to use it to support itself…


(there are some dice rolls, but I have omitted them for the sake of clarity)


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Part de dins de la canal he vist l’aigua virginal venir del fosc naixement a regalar-me la boca.

(in reply to Shannon V. OKeets)
Post #: 12
RE: HQ's - 9/23/2013 7:41:17 PM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: Easo79

Let’s see if I have understood the HQ support thing….( I really doubt it)

One HQ is a land unit that, when in combat, can

a) fight
b) support

1. Attacking:

b) requires a)

Therefore one HQ unit can attack AND support, or only attack. It seems that a very powerful attack leaves victor units ready for new battles, but doing support always ”burns out” BOTH the fighting and the supporting ability of the HQ. Therefore if one HQ is engaged in a very favourable battle, it would seem logical NOT to invoke its supporting abilities. In contrast, in a tied battle even the winner can be “disconnected”, and in that case it seems advisable to use the HQ support magic, because it seems the player is going to lose it anyway.

2. Defending:

The HQ can support one hex even if it is not located in that hex (1 hex away max). But if the HQ is attacked (because it is located in an attacked hex), it can only support its own hex. The HQ can, therefore,

i) defend only
ii)support only
iii) both defend and support (but it must do that in the same hex)

Maybe the same considerations of opportunity or advisability can be made as above….but as the attacker chooses the battles he fights, I would say than more often than not the defending side can found himself in dire straits...so if one HQ is attacked it seems advisable to use it to support itself…


(there are some dice rolls, but I have omitted them for the sake of clarity)


Yes.

Another difference is whether the 1D10 or the 2D10 Land Combat Table is being used. If the latter, the HQ selected to support always provides support and is always disorganized. If the former, then there is a die roll and if if fails, there is no support and no disorganization of the HQ; if it succeeds, then the HQ is disorganized.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to Easo79)
Post #: 13
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