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Leaders - 9/23/2016 8:07:59 PM   
Ostwindflak


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Does swapping out the CINCPAC with Nimitz make any noticeable difference in game terms? Given how expensive it is, I am trying to decide if it is worth spending the PPs or just save them for buying out units instead. Unless it makes a big difference across the board, I'll opt for buying out units instead.


< Message edited by Ostwindflak -- 9/23/2016 8:10:04 PM >
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RE: Leaders - 9/23/2016 10:17:18 PM   
SheperdN7


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I've been told by a couple players that Naval HQ's will run perfectly fine with even the most incompetent admiral at the helm (or desk, in the HQ's case). I'd find a different use for Nimitz just as I find a different use for Yammamoto. They belong at the front, using their high naval skills to command TFs.

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(in reply to Ostwindflak)
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RE: Leaders - 9/23/2016 10:23:51 PM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
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quote:

ORIGINAL: Ostwindflak

Does swapping out the CINCPAC with Nimitz make any noticeable difference in game terms? Given how expensive it is, I am trying to decide if it is worth spending the PPs or just save them for buying out units instead. Unless it makes a big difference across the board, I'll opt for buying out units instead.


My understanding is that HQ leaders only influence the units within range of the HQ, so unless you move the PacOceanAreas HQ (9 hex range) close to the front it will not provide much direct benefit to battles.

However for things like training, recovery of losses/morale, filling out units, etc. the Administration and Inspiration factors can have an effect. Experience and Leadership may help with progress of planning (I have no concrete evidence of this). Naval skill may be part of the effect of the HQ on repair of ships (again, conjecture on my part).

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RE: Leaders - 9/24/2016 12:32:05 AM   
Ostwindflak


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From: New Hampshire
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Thanks for the info guys. I'll keep it in mind for the possibility of sticking a good commander in a rear echelon HQ as the front advances so I can rotate beat up units to it for replacements.

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RE: Leaders - 9/24/2016 1:46:06 AM   
Grfin Zeppelin


Posts: 1515
Joined: 12/3/2007
From: Germany
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quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: Ostwindflak

Does swapping out the CINCPAC with Nimitz make any noticeable difference in game terms? Given how expensive it is, I am trying to decide if it is worth spending the PPs or just save them for buying out units instead. Unless it makes a big difference across the board, I'll opt for buying out units instead.


My understanding is that HQ leaders only influence the units within range of the HQ, so unless you move the PacOceanAreas HQ (9 hex range) close to the front it will not provide much direct benefit to battles.

However for things like training, recovery of losses/morale, filling out units, etc. the Administration and Inspiration factors can have an effect. Experience and Leadership may help with progress of planning (I have no concrete evidence of this). Naval skill may be part of the effect of the HQ on repair of ships (again, conjecture on my part).

Naval HQ leaders influence nothing bar the HQ unit itself.

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RE: Leaders - 9/24/2016 3:01:03 AM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
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quote:

ORIGINAL: Gräfin Zeppelin


quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: Ostwindflak

Does swapping out the CINCPAC with Nimitz make any noticeable difference in game terms? Given how expensive it is, I am trying to decide if it is worth spending the PPs or just save them for buying out units instead. Unless it makes a big difference across the board, I'll opt for buying out units instead.


My understanding is that HQ leaders only influence the units within range of the HQ, so unless you move the PacOceanAreas HQ (9 hex range) close to the front it will not provide much direct benefit to battles.

However for things like training, recovery of losses/morale, filling out units, etc. the Administration and Inspiration factors can have an effect. Experience and Leadership may help with progress of planning (I have no concrete evidence of this). Naval skill may be part of the effect of the HQ on repair of ships (again, conjecture on my part).

Naval HQ leaders influence nothing bar the HQ unit itself.

But PacOA is also a Command HQ.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

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RE: Leaders - 9/24/2016 6:14:10 AM   
szmike

 

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quote:

ORIGINAL: Gräfin Zeppelin
Naval HQ leaders influence nothing bar the HQ unit itself.

yes, but there're many command HQs filled with naval support, so they act de facto as naval support HQs

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RE: Leaders - 9/24/2016 7:59:36 AM   
Chris21wen

 

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From: Cottesmore, Rutland
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I think there's some misunderstanding here.  CENPAC is a command HQ with all the benefits a command HQ brings including some Naval HQ functions (introduced in a patch I believe).  A Naval HQ only has the following.  ( I did not write this, it's in the forum somewhere) 

Naval Headquarters
Select leaders on the basis of these priorities:
  • The qualities and skills of the HQ leader has no influence or bearing on the HQ function.
  • A Naval HQ is a good place for your stupidest, most incompetent admirals to become heroes

Notes on Naval HQ Employment:
  • Place a Naval HQ in a forward repair depot. This will facilitate rapid repair and return to battle. A forward repair depot is a reasonably large port near the area of action. Reasonably large means size 5 or better so that damaged devices can be repaired.
  • Place a Naval HQ far forward so that crippled ships in danger of sinking can slip into a nearby port within the HQ's range and enhance their chances of being saved.
  • Place a Naval HQ in a Major repair shipyard to speed repairs (not sure if the HQ will exert an influence on a port that is already size 10).
  • Most Naval HQ have naval support squads, so can assist in loading/unloading cargo and rearming ships.


< Message edited by Chris H -- 9/24/2016 8:02:03 AM >

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