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Operation Modes for Headquarters - 1/24/2019 11:38:21 PM   
Dante Fierro


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Is there any difference if a Headquarters unit is in Rest mode, versus Reserve mode, versus Combat mode?

For example, in the Guadalcanal scenario, the South Pacific Command HQ based at Noumea, starts in a Combat Operation Mode. Since the likelihood of a ground invasion by IJN is slim to none, would there be any kind of advantage (or disadvantage) to switching the HQ's mode to "Reserve" or even "Rest". Suppose I put the HQ in "Rest" mode ... is less supply consumed, but Command bonuses still apply?



< Message edited by Dante Fierro -- 1/24/2019 11:40:59 PM >
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RE: Operation Modes for Headquarters - 1/25/2019 5:01:52 AM   
BBfanboy


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quote:

ORIGINAL: Dante Fierro

Is there any difference if a Headquarters unit is in Rest mode, versus Reserve mode, versus Combat mode?

For example, in the Guadalcanal scenario, the South Pacific Command HQ based at Noumea, starts in a Combat Operation Mode. Since the likelihood of a ground invasion by IJN is slim to none, would there be any kind of advantage (or disadvantage) to switching the HQ's mode to "Reserve" or even "Rest". Suppose I put the HQ in "Rest" mode ... is less supply consumed, but Command bonuses still apply?



I can't prove it empirically, but I believe that when the HQ is in combat mode it can help the combat units recover disablements, fill out their TOE and have a better chance at getting two prep points on a turn instead of one. I don't think that applies if the HQ is resting or in Reserve mode. I only rest my HQs to recover disablements and fatigue from malaria or combat/sea travel.

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RE: Operation Modes for Headquarters - 1/25/2019 2:21:06 PM   
Dante Fierro


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Thanks BB. Apparently this is a somewhat tough question based on the response so far. In any case, I don't think the answer to it is "game critical". I guess was more curious than anything.

It would seem just to leave the HQ in Combat mode when not moving for most part. And it can't hurt to do as you suggest, it might be doing as you say. It might not be. heh

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RE: Operation Modes for Headquarters - 1/25/2019 8:02:22 PM   
BBfanboy


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My belief comes from observations but since I did not record events and compare I can't say it is tested, just anecdotal.
BTW, if my Chinese forces are marching into a hex occupied by the IJA, I will often leave the HQ in Combat mode even while it has a move target of the same hex. It will move at half the rate of the troops in move mode, but with a Command Radius of 1, it can still lend its bonuses when the troops battle with the IJA while the HQ is a hex behind.

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RE: Operation Modes for Headquarters - 1/25/2019 8:05:49 PM   
Dante Fierro


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Nice little tip there. I keep an AE folder with a whole lot of different files on different topics, given just how massive this game is. I then copy and paste whatever I think is useful from these forums. Your tip will of course, go into my file called "Headquarters". Thx.

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RE: Operation Modes for Headquarters - 1/25/2019 8:39:48 PM   
DanSez


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I don't see any outward indication, but there are lots of factors 'under the hood'.

Unlike # Engineers listed at the base, which you can see increase/decrease when a units is changed between Combat, Rest, Strategic Move during the Orders Phase, I tested a couple of command Army units and the Base Screen showed no change.

I would need to track it for a week or more with real orders executed in my PBEM game to see if/when the values for support are 'recalculated' on the Base Screen.


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RE: Operation Modes for Headquarters - 1/25/2019 8:51:31 PM   
Dante Fierro


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Interesting DanSez. Will look forward to anything you find out. Thanks.

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RE: Operation Modes for Headquarters - 1/25/2019 11:48:11 PM   
BBfanboy


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quote:

ORIGINAL: DanSez

I don't see any outward indication, but there are lots of factors 'under the hood'.

Unlike # Engineers listed at the base, which you can see increase/decrease when a units is changed between Combat, Rest, Strategic Move during the Orders Phase, I tested a couple of command Army units and the Base Screen showed no change.

I would need to track it for a week or more with real orders executed in my PBEM game to see if/when the values for support are 'recalculated' on the Base Screen.



It isn't all that easy to have control of the experiment, because things like supply and pools enter into the TOE situation, and progress on construction in a base can change the malaria effect (which also has some randomness anyway). I made most of my observations on Aussie units in Australia because they have so much TOE filling to do, but pools were always very low or none.

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RE: Operation Modes for Headquarters - 1/26/2019 1:24:19 AM   
Lowpe


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Yes, there is a difference between combat, reserve, and rest mode.

If enemy forces occupy the same hex, I believe the proper setting for HQ is reserve, as it will operate off the front lines. However, you may want to use their forces as a soak to absorb and dilute enemy artillery bombardments for example.

Rest, Reserve, and Combat on a base you control fully is a difficult question to answer and test for. My belief is that in actual game terms that the support squads still provide their bonus, but whether the other attributes work to benefit other allied units within range, I have no clue. If I had to guess, in rest or SR mode they wouldn't, in reserve, move or combat mode they would but perhaps with some type of malus and moving thru the hex might provide another malus. Combat would have no malus, reserve and move perhaps no malus to slight, and rest perhaps cancels their benefits.

Just guessing here...but that is how I roleplay them.




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RE: Operation Modes for Headquarters - 1/26/2019 2:35:00 AM   
NigelKentarus


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I'm not sure either, but move in Combat mode is a nice tip. But as a rule I usually leave HQ & Engingeers in Combat Mode, depending on their Fatigue & Disruption.

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RE: Operation Modes for Headquarters - 1/26/2019 4:22:14 AM   
geofflambert


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I can't imagine any reason to ever have an HQ in rest or reserve mode. Reserve mode is for recon units or other armored units to exploit enemy retreats. Rest mode? You can't afford to have HQs sitting around doing nothing. Get those lard asses off their duffs and back to work!

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RE: Operation Modes for Headquarters - 1/26/2019 11:04:21 AM   
LeeChard

 

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I agree with Geoff. Unless moving my default setting for HQs is combat.

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RE: Operation Modes for Headquarters - 1/26/2019 12:01:43 PM   
Zorch

 

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quote:

ORIGINAL: geofflambert

I can't imagine any reason to ever have an HQ in rest or reserve mode. Reserve mode is for recon units or other armored units to exploit enemy retreats. Rest mode? You can't afford to have HQs sitting around doing nothing. Get those lard asses off their duffs and back to work!

Obviously the Gorn has never met General Melchett.
https://www.youtube.com/watch?v=rblfKREj50o

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RE: Operation Modes for Headquarters - 1/26/2019 8:46:37 PM   
DanSez


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There are good reasons for putting units in Reserve Mode (including HQs).

Reserve mode impacts being targeted in bombardments for sure and probably other combat effects. There is a routine where if the base is attacked, those in reserve are not counted in the battle unless a threshold is exceeded, then a die role to see if they are pulled into the maelstrom. A lesser damaged HQ should help other units recover faster than one shattered by bombardment.

My thoughts were to see if the 'support' value of the base screen changes when I move an HQ out of a city. Does it happen the after it starts 'packing' or only after departing the hex.
The support value displayed for the base doesn't seem to be effected by a Move order.

It will take a couple of days for any results in the game I am playing. I have an HQ already on the march and another I plan to 'pack up' in a turn or two.



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RE: Operation Modes for Headquarters - 1/27/2019 2:18:35 PM   
Lowpe


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quote:

ORIGINAL: geofflambert

Reserve mode is for recon units or other armored units to exploit enemy retreats.


My friend, you are missing a lot of the depth of ground combat if you believe that and never use Reserve no pursuit mode defensively.

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RE: Operation Modes for Headquarters - 1/29/2019 1:39:24 PM   
adarbrauner

 

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quote:

ORIGINAL: Lowpe


quote:

ORIGINAL: geofflambert

Reserve mode is for recon units or other armored units to exploit enemy retreats.


My friend, you are missing a lot of the depth of ground combat if you believe that and never use Reserve no pursuit mode defensively.

I hope Geoff got the sting and meaning behind Gen Melchett's mention above (one of the most brilliant interventions ever on the forum!!!)

IN THE D E F E N S I V E role, sir . reserve shall allowe units to be spared combat and regenerate/recover at higher rate - if the other front line units mean while keep the line other wide reserve units shall be called to "fill the gaps" and react.

Ever tried Singapore defense?

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RE: Operation Modes for Headquarters - 1/29/2019 10:36:16 PM   
geofflambert


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I didn't get it because I am never on the defensive, ever, not even now!

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RE: Operation Modes for Headquarters - 1/29/2019 10:54:54 PM   
Lowpe


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Touche!

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RE: Operation Modes for Headquarters - 1/29/2019 11:17:40 PM   
Zorch

 

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quote:

ORIGINAL: geofflambert

I didn't get it because I am never on the defensive, ever, not even now!

Halsey is your favorite commander?

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RE: Operation Modes for Headquarters - 1/29/2019 11:38:00 PM   
MakeeLearn


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quote:

ORIGINAL: geofflambert

I didn't get it because I am never on the defensive, ever, not even now!


I find that statement very offensive!

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RE: Operation Modes for Headquarters - 1/30/2019 1:21:03 AM   
geofflambert


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Everyone who disagrees with me, be it in this thread or any other, is ... :

https://www.youtube.com/watch?v=tQzk09j2lZ8

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RE: Operation Modes for Headquarters - 1/30/2019 1:43:39 AM   
btd64


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I haven't seen that intro since, well forever....GP

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RE: Operation Modes for Headquarters - 1/30/2019 1:52:56 AM   
geofflambert


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The music is John Williams, believe it or not.

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RE: Operation Modes for Headquarters - 1/30/2019 1:54:34 AM   
geofflambert


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For all of it:

https://www.youtube.com/watch?v=nKckxONAH4M

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RE: Operation Modes for Headquarters - 1/30/2019 2:09:53 AM   
Dante Fierro


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Watching that I feel young again.

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RE: Operation Modes for Headquarters - 1/30/2019 2:29:27 AM   
Zorch

 

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Danger Will Robinson!
It was so bad, with men in monster suits chasing people around and Dr. Smith being evil.

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RE: Operation Modes for Headquarters - 1/30/2019 2:34:26 AM   
boldrobot

 

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Wait, so how exactly does the Reserve command work? I am relatively new (have had the game for a little over a year) and have never actually used Reserve.

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RE: Operation Modes for Headquarters - 1/30/2019 2:37:06 AM   
geofflambert


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You know the idiom "off-beat"? This music by John Williams is "off-beat" from the get go. It doesn't even require on-beat music to be present to demonstrate how off-beat it is. Some of Ennio Morricone's music is very much like this. I don't really understand this, I don't understand music at all, but somehow, sometimes, I really like some of it. Someone who constructed a beat, or rhythm, in order to deconstruct it, is (was) Phillip Glass. Another, who rejected beat without seeming to do so, was (is) Michael Nyman. Listen to this: https://www.youtube.com/watch?v=UbFcMnrRQq0&list=RDUbFcMnrRQq0&start_radio=1

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RE: Operation Modes for Headquarters - 1/30/2019 2:43:44 AM   
geofflambert


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quote:

ORIGINAL: boldrobot

Wait, so how exactly does the Reserve command work? I am relatively new (have had the game for a little over a year) and have never actually used Reserve.


In an offensive situation, where you are confident or feel it is likely your target will retreat, or try to, any LCUs you have in "Reserve" mode will pursue, sometimes decimating (check the Latin for the real meaning of that word) the retreaters and following them so they really aren't free even though they've moved a whole hex. Also interesting is after such an event, no one owns any hexside. How different!

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RE: Operation Modes for Headquarters - 1/30/2019 3:43:49 AM   
Zorch

 

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quote:

ORIGINAL: geofflambert


quote:

ORIGINAL: boldrobot

Wait, so how exactly does the Reserve command work? I am relatively new (have had the game for a little over a year) and have never actually used Reserve.


In an offensive situation, where you are confident or feel it is likely your target will retreat, or try to, any LCUs you have in "Reserve" mode will pursue, sometimes decimating (check the Latin for the real meaning of that word) the retreaters and following them so they really aren't free even though they've moved a whole hex. Also interesting is after such an event, no one owns any hexside. How different!

How would a unit of Gorns decimate? They can't count that high because they don't have enough digits.

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