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Damaged Amphibius HQ

 
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Damaged Amphibius HQ - 12/7/2014 1:58:34 PM   
Bulldog61


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I've noticed my Amphib HQ's take damage. How is that reduced?

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RE: Damaged Amphibius HQ - 12/7/2014 2:20:22 PM   
cmunson


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As soon as you move it back to port it will repair itself. Also note that invasion Amphibious HQ's contain a lot of transport ships that are vulnerable during and after and invasion. As soon as you move the HQ back to port the transports are released back to the pool. If you are using these HQ's for fire support or to bridge a ferry gap (e.g. Sicily to Italy) you want to run them into a port first to make sure the transports return to the pool.

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RE: Damaged Amphibius HQ - 12/7/2014 10:22:31 PM   
Duck Doc


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They even will repair in Sicily. I brought them in to port to see if the damage would be repaired.

So, the amphibious units represent naval assets. They do have some offensive punch then? If I put them in the Straits of Messina they will sink the ferries?

Is there any downside to having an invasion further rather than shorter other than outreaching your air umbrella? Thinking of invasions at a longer distance.

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RE: Damaged Amphibius HQ - 12/7/2014 11:14:34 PM   
cmunson


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Apologies but this will be a long reply to three simple questions. AHQ here stands for amphibious HQ

1. Yes, they can repair in any friendly port but I think port damage and port size come into play on how quickly.

2. If you look at AHQ attached support units you will see the naval artillery attached (and maybe some ranger/commando units). Naval artillery will fire in support of adjacent land units just like support units attached to HQ's participate in combat. Ferries aren't really sunk but interdicted so supplies and/or troops can't move through your AHQ. If AHQ next to Messina or any other port the port cannot receive sea supply either.

Now, to cross a ferry you need to control both sides of the ferry crossing. If Axis control the other side you can move your units onto the ferry hex that contains your AHQ and either move the land unit(s) into the enemy controlled hex on the other side or if occupied, you can ATTACK with your land unit(s) which are on the ferry hex with the AHQ. You may have to wait a turn if you don't have enough movement points. If you attack the naval artillery should fire in support. This will likely not succeed if the enemy side of the ferry crossing is strongly garrisoned but you should be able to knock out weak Italian units. Then piggy back fresh units into the vacated hex. Now that you control both sides you can move freely.

3. Look at sea interdiction (shift-u). You will lose a lot of ships and men going through enemy controlled sea hexes. To increase friendly interdiction you need to post planes flying naval missions as near as you can to the invasion hexes and HAMMER the nearby enemy ports with your bombers.

I hope this helps and that you are enjoying the game.

Here is one of the naval artillery units attached to an AHQ.








Attachment (1)

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RE: Damaged Amphibius HQ - 12/7/2014 11:53:06 PM   
Duck Doc


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Good stuff! Got it. Love the game.

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RE: Damaged Amphibius HQ - 7/21/2015 6:00:18 PM   
Uxbridge


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As I see it, temporary ports are depending on AHQ's supporting them. If one take the AHQ away, the port will vanish on the next turn. My question is: can one move one AHQ back to port, thereby returning transports to the pool, while a second AHQ is still in place. Then the first AHQ returns, relieveing the second.

If so:

1. Will the port continue to function, even if the transports are no longer in the supporting AHQ?
2. Will the port stop functioning when the original AHQ moves, regardless of a second taking its place?

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RE: Damaged Amphibius HQ - 7/21/2015 6:40:21 PM   
RedLancer


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If a Amph HQ is in an adjacent HQ then it will remain. 1 x Amph HQ can 'support' more than one temp port. I think the check is in the logistics phase so you can shuffle during the turn.

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RE: Damaged Amphibius HQ - 7/21/2015 7:10:31 PM   
Seminole


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I'll add a few things to this:

Cargo and Troop ships are assigned to the AHQ during an amphibious invasion in accordance with the size of the invading force (1 of each per 1000 transport cost for the unit in question). So when TF 545 (A) invades Sicily with 1st CA and 51st BR Inf Div it requires 22k transport, or 22 each of cargo and troop ships to be automatically assigned to the AHQ from the pool.

While at sea the AHQ will take damage, dependent upon weather and enemy naval interdiction values. This will damage and destroy the attached troop and cargo ships held by the AHQ. If the AHQ spends a logistics phase (meaning it ends the turn there) in a port the troop and cargo ships are released back the pool.

If the AHQ goes to sea again it will be assigned 10 cargo and troop ships from the pool again.

An AHQ can support more than one temporary port, but they must be adjacent to the hex with the AHQ (not merely on a contiguous strip of beach). With this in mind you can target invasions on hexes that allow a single AHQ to support multiple temporary ports, and in this manner could rotate AHQs to support the beaches and thereby release excess cargo and troop ships back to the pool.

AHQs are great at offering fire support. They bombard the enemy if they are adjacent (I think this is resolved in the logistics phase), and will contribute their firepower to both offensive and defensive combat if they are adjacent to the hex. The disruption effects from naval gunfire is a difference maker. I believe artillery can also help drive down fortification levels. Thus, grouping AHQs during the turn and positioning them adjacent to battles can help the Allies crack tough nuts. Provided you have sufficient movement they can then end their turn in a friendly port to continue building prep points, or return to duty maintaining a temporary port.

Because of the risk of cargo and troop ship attrition while servicing temporary ports it is important to keep an eye on these pools in the production screen. The Allies get 4 troop ships and 30 cargo ships per turn. Lose too many troop ships and you'll have trouble ferrying troops and making landings.

AHQs themselves are more disruptive of enemy naval patrol in the recent beta patches, but they also take more damage from enemy naval interdiction. If one is lost I believe it is 12 weeks before it is reconstituted. That's a long time to be without its benefits. That's about 1/8th of the game...

Be careful positioning them adjacent to fortified enemy ports, as they'll suffer from enemy port guns. I've seen an AHQ go to over 90% damage in a single turn in the Straits of Messina. They can be positioned at sea one hex from a port and by blocking the flow of supplies in adjacent hexes isolate the port without being in range of the enemy guns.

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RE: Damaged Amphibius HQ - 7/21/2015 7:20:29 PM   
loki100


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quote:

ORIGINAL: Seminole


AHQs are great at offering fire support. They bombard the enemy if they are adjacent (I think this is resolved in the logistics phase), and will contribute their firepower to both offensive and defensive combat if they are adjacent to the hex. The disruption effects from naval gunfire is a difference maker. I believe artillery can also help drive down fortification levels. Thus, grouping AHQs during the turn and positioning them adjacent to battles can help the Allies crack tough nuts. Provided you have sufficient movement they can then end their turn in a friendly port to continue building prep points, or return to duty maintaining a temporary port.




just to reinforce this - they are invaluable in this role. I was taking 2-3 turns to reduce isolated ports, even with substantial bombing, can now do it in a turn if you position 3-4 naval units off the target

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RE: Damaged Amphibius HQ - 7/21/2015 8:48:51 PM   
Uxbridge


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Gosh, I'm happy to hear all this. I wasn't even aware naval units could bombard in that way, only that they did support the actual landings. Downward side, of course, is that by now I have lost all but one of the AHQ's, so I probably have to start all over again.

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