Corps What Are They Good for ? (Full Version)

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G.Boggon -> Corps What Are They Good for ? (11/3/2009 10:39:41 PM)

Political points are my big Problem it is cost effective To use them to buy Air units and even to change leaders and move the odd Ground unit from the reserve. But I can not see the point in spending 712 points per Regiment to put units in the First US Amphibious Corps. The same go's for all the other Corps that have no units in them, or the Units that have lost their Corps HQ, But are still attached to the non existent HQ.
I must have missed something,
Will units attach them selves if I leave them in peace ?
if I spend all my Political points will I get more per turn ?
[&:]




scott64 -> RE: Corps What Are They Good for ? (11/3/2009 10:41:28 PM)

You get 50 PP per turn. And others as you disband air groups when they are needed.

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Chickenboy -> RE: Corps What Are They Good for ? (11/4/2009 1:33:22 AM)

Sorry, can't resist...

CORPS! HUH! What are they good for? (Absolutely nothin') Say it again!..

[:D]




rubisco -> RE: Corps What Are They Good for ? (11/4/2009 7:33:20 AM)

If a corps is in a hex with LCUs, for the purposes of game mechanics, the LCUs are attatched to that corps.




G.Boggon -> RE: Corps What Are They Good for ? (11/4/2009 5:11:48 PM)


Is this same hex rule for units not attached, and command range for LCU's subordinate to that HQ ?

Or do HQ's help all units in range not just the ones in there command chain ?




rubisco -> RE: Corps What Are They Good for ? (11/4/2009 10:04:13 PM)

HQs help LCUs in two ways. First, they provide support to all LCUs in the same hex. They also help LCUs in combat that are in the hex the HQ is preparing for and if they are in range. IIRC, the dev team have indicated that they intended to penalise LCUs that are gaining assistance from HQs not in their command range, but this feature has yet to be implemented.




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