Effects of Fleet HQs (Full Version)

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Woos -> Effects of Fleet HQs (6/4/2007 8:29:21 PM)

Since all the people in the know are probably hanging around here: What is the consensus on the actual way Fleet HQs influence harbor size (for repair calculations)?

1) Does the range work (i.e. does "Combined Fleet" improve most harbors within the HI at the same time)?
2) Do they stack? If not, will the biggest HQ count or the nearest one (assuming range works)?
3) Can harbor size be increased above 10 by a HQ?

and not really HQ related

4) Can the harbor size be increased above 10 with ARs, ASs, ... ?

Thanks for any answers




wdolson -> RE: Effects of Fleet HQs (6/5/2007 1:44:42 PM)

I believe for some tasks a harbor can be effectively made bigger than 10 with the right unit there, but it will only be bigger for the purposes of whatever task that unit helps with.

I believe that a naval headquarter's bonus on the effective size of the harbor only works on the hex its in.  I also believe that if there is more than one naval HQ in a hex, the game makes a die roll for each headquarter each turn.  I have had the Asiatic Fleet and the ABDA Float in Sojerbena (sp) and I noticed that ships repair there quite fast, even though the ship yard is fairly small.  I think I also had a couple of ARs there, so the ships in port were getting every advantage.  I saw British battleships repair there faster than in San Francisco when SF had a single naval HQ and an AR in port.  It appears having two naval HQs sped up repairs even more.

The game has so many variables, it's tough to tell for sure.

Bill




Woos -> RE: Effects of Fleet HQs (6/5/2007 8:53:02 PM)

OK, forgot to mention that in all questions I was only interested in (virtual) harbor size for the purpose of ship repair.

So from your answers I take:
1) No (bad for Japan but easier to implement)
2) Yes
3) Yes
4) Yes (In some other thread it is said that ARs do not help in lvl 10 ports anymore but I want to keep it similar to 3).





TulliusDetritus -> RE: Effects of Fleet HQs (6/5/2007 9:26:41 PM)

Section 13.4 of the Manual:

"A repair ship may help four ships per turn repair (bonus equal to increasing the port size by one). A Fleet HQ in the port gives a bonus equal to increasing the port by the support in the HQ divided by 50 (generally 2 or 3)"

Now I think someone (Mr. Frag perhaps?) said years ago --but I could be wrong-- that you could stack 4 (or 3?) AR's in a port: they would help to repair ships. A fifth AR would not do anything. So, in theory you can have an [abstract] Port Size 10 + 4 = 14?

As for AD, AS ships, only one will help to repair. That is, if you have 5 in one port, 4 will be irrelevant.




rockmedic109 -> RE: Effects of Fleet HQs (6/6/2007 1:37:53 AM)

I thought I read sonewhere that up to 2 AD/AS stack their effects.




Sardaukar -> RE: Effects of Fleet HQs (6/6/2007 1:18:52 PM)

IIRC, 4 AR and 2 AS/AD/AGP per port are useful, rest won't help. But it's pain in butt to try to test it. Someone did, though.
And also, IIRC, abstract port size will rise over 10 with use of AR/AD/AS/AGP and Naval HQ. One AR will give +1 to all vessels that need repair, AS/AD/AGP will give +2 for respective ship classes they can help to resupply and repair.




Woos -> RE: Effects of Fleet HQs (6/6/2007 10:34:45 PM)

Thanks for all the help but except for the questions in the first post I already know all this. I'm more into the intricacies than into the basics, that's why I asked here.




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