ny59giants -> RE: Where the eastern wind is blowing... AAR against Canoerebel (6/21/2012 12:59:34 PM)
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Where is Southern Command HQ and what base is it prepping for?? If you are going for Luzon before Singapore, then she should be on Luzon and prepping for Clark. "IF" a Command HQ passes the dice rolls, then a 90% increase in Assault Value is added. See section 8.1.1 Headquarters of manual on page 178. You have four Command HQs - Southern, SE Fleet, 4th Fleet, and 5th Fleet that are non-restrictive. In my game as Japan in 9/43, the SE Fleet is going around the map to allow BFs to upgrade. I have 5th Fleet at Rangoon be used here. Another benefit of a Command HQ is they will allow replacements to flow into an LCU daily vs every three days for an Army/Corp HQ if the supply situation is 2x required. Yes, a division broken down and assigned good leaders will rebuild faster than a whole division. LEADERS For what it's worth, here is a transcript of an early AE post. Unfortunately I cannot properly credit it because I did not record the poster's name. IIRC, it is based upon an early post in the WitP forum by a dev who listed in great detail the function of each leader attribute. Command Headquarters Combat Commands - Those in which significant and important battles occur within their command radius. Select leaders on the basis of these priorities: High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption High Land Skill - Influences the Assault Value of LCU's within their radius High Inspiration - Influences the Assault Value of LCU's within their radius All other skills have no influence or bearing on the HQ function. Rear Area Commands - Those in which significant and important battles will not occur within their command radius. Select leaders on the basis of these priorities: High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption All other skills have no influence or bearing on the HQ function. Corps/Army Headquarters Front Line Corps - Those in which significant and important battles occur within their command radius. Select leaders on the basis of these priorities: High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption High Land Skill - Influences the Assault Value of LCU's within their radius High Inspiration - Influences the Assault Value of LCU's within their radius All other skills have no influence or bearing on the HQ function. Rear Area Corps - Those in which significant and important battles will not occur within their command radius. Select leaders on the basis of these priorities: High Administration Skill - This influences the HQ units use of support to reduce fatigue and disruption All other skills have no influence or bearing on the HQ function. Notes on Corps HQ Employment: Seek to put a corps HQ into or one hex from key battles Seek to put a Corps HQ in the hex with defensive bastions, invasions, and major assaults Corps HQ should only be used for rear area duties if you have more than you need for front line duties, then use them at designated R&R and Training bases. The Amphibious Corps HQ function as Corps HQ and not Amphibious HQ. This applies to the I, III, & V Amphibious Corps and not the III, V, & VII Amphibious Force. Amphibious Force Headquarters High Land Skill - This influences the Amphibious Landings in that units will land faster, with less disruption and fewer losses All other skills have no influence or bearing on the HQ function. Notes on Amphibious Force HQ Employment: Load these HQ's onto AGC's in their own TF set to Do Not Unload. Have the AGC TF arrive in the invasion landing hex in the same phase as the first wave landing TF's Keep them in the landing hex until the base is captured or the enemy is defeated, whichever comes first, then skedaddle away to safety where the AGC will not get sunk. You only get three of these HQ's (if you are the allies...the Japanese get none). They will re-spawn, but better not to lose them too many times. Amphibious Force HQ do not function as Corps HQ. A good invasion should have a Corps HQ land with the invading forces. Naval Headquarters 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. Air Headquarters High Air Skill - This influences the number of strike and patrol aircraft that will fly. All other skills have no influence or bearing on the HQ function. Notes on Air HQ Employment: Air HQ have a dramatic influence on level bombers. It is important to have an air HQ within range of your level bomber bases. Air HQ exert significant influence over other strike aircraft. It is good to have an air HQ in range of your bases from which strikes other than level bombers fly. Air HQ exert an influence over patrol aircraft. It is beneficial to have an air HQ in range of your bases with patrol aircraft. In Naval TFs with Carriers (CV, CVL, CVE), the TF commander serves as the Air HQ for the carrier aircraft. Note that the leadership Value of Headquarters Commanders is completely irrelevant other than its influence on the Headquarters unit itself. That is it will influence how rapidly the HQ unit gains experience. The only value of the HQ Unit's experience is for its own defense. Therefore, do not bother installing your "strong leaders" in HQ Units. Look for the qualities that are specific to their function. TF Leaders Task Force Commanders are selected in one of three ways: If Auto-select Commander is set to Off when the TF is formed, then the TF Commander is the captain of the Flagship. If Auto-select Commander is set to On, then the TF Commander is selected randomly from the pool of available RADM and VADM TF Commanders. After formation of the TF, the player may select the TF, if the TF is docked in a port, by clicking on the name of the TF Commander and selecting from the list of available RADM's and VADM's. This incurs a Political Point Cost. Note: Rank has no bearing on the designation of the TF Commander. It is possible to create situations in which an Ensign is the TF Commander with ships/craft commanded by LTJG's and LT's and similar cases. Flagship Selection The Flagship of the Task Force is determined automatically using the following guidelines: Flagships are designated in order of Ship Class: AGC-CV-BB-BC-CVL-CA-CL-CLAA-CVE-DD (the list continues through all classes) Between ships of the same class, the largest ship in the task force (highest durability) is selected as the Flagship. For ships of the same class and equal durability, the last ship selected or added to the TF is the Flagship. The nationality of the Flagship determines the nationality of the TF and therefore the available pool of RADM and VADM to command the TF. Air Combat TF Air Skill - The TF Commander functions as an Air HQ for the airgroups. This will influence how many strike aircraft will fly. Aggression - Influences how likely the TF is to react and move toward an enemy. High aggression can result in your carrier group running into a fight. Be careful in this selection. Surface Skill - To save your hind quarters (and I am not talking Russian Helicopters), if you are unfortunate enough to get in a surface engagement. No other skills or qualities have any influence. Surface Combat TF Surface Skill - To gain surprise and cross the T in an engagement Aggression - High Aggression will increase the likelihood that the Surface Combat TF will react and seek a fight (be careful... A TF for two DD's with an Admiral of 100 aggression will probably pick a fight with some BB's... This rarely ends well for the DD's) Air Skill - Of small import, but it influences the float plane operations from the Capital Ships. No other skills or qualities have any influence. ASW Combat TF Surface Skill - Influences probability of finding submarines. No other skills or qualities have any influence. Bombardment TF Aggression - Influences the probability that the TF will convert to a Surface Combat TF. Surface Skill - Influences TF in a fight the same as Surface Combat. Air Skill - Of small import, but it influences the float plane operations from the Capital Ships. No other skills or qualities have any influence. Fast Transport TF Surface Skill - Influences TF in a fight the same as Surface Combat. Air Skill - Of small import, but it influences the float plane operations from the Capital Ships. No other skills or qualities have any influence. Transport, Replenishment TF Surface Skill - Influences TF in a fight the same as Surface Combat. Also, it Influences probability of the escort combatants finding submarines Air Skill - Influences the operations of strike aircraft and float planes from the Escort Carriers and Cruisers. No other skills or qualities have any influence. Mine Warfare TF Surface Skill - Influences TF in a fight the same as Surface Combat. Air Skill - Of small import, but it influences the float plane operations from the Cruisers. No other skills or qualities have any influence. Escort TF Surface Skill - If operating with the intent to engage surface combatants coming after the escorted TF, it Influences TF in a fight the same as Surface Combat. Also, it Influences probability of finding submarines Air Skill - Influences the operations of strike aircraft and float planes from the Carriers, Escort Carriers and Capital Ship. No other skills or qualities have any influence. Notes on Selecting TF Leaders without assigning a leader: Using the Flagship Selection Criteria above, select the ship with the Captain that best fits type of TF being formed as Flagship so that he is the TF Commander. Any TF that is formed to perform any fighting function should have a competent Admiral assigned Air Group Leaders Selecting leaders for air groups is a fairly complex task. Most aircraft can perform multiple roles, so leader selection criteria must include consideration of how the air group will be employed. Pilot experience affects operational losses. Air groups with morale < 50 must pass a morale test before flying an offensive mission. If the test is failed, no aircraft will fly. Air groups flying Naval Search, ASW Patrol, or CAP must pass two morale tests before flying. Each morale test failed reduces the number of aircraft flying by 25%. Level Bombers must pass three tests before flying an offensive mission. Each test failed reduces the number of aircraft flying by 25%: o Experience test. o Test against the leaders Air Skill. o Morale test. Pilot experience affects the chances to find the target in a strike mission. Pilot experience affects air-to-air combat results. Leaders air skill affects results in air-to-air combat. CAP as Principle Role This includes Fighters, Fighter-Bombers, Night-Fighters, and Float-Fighters. Assign leader using these priorities: Inspiration Influences the number of CAP aircraft that will fly. Influences air group morale recovery. Air Skill Influences the air-to-air combat results. Leadership Influences the air groups experience gain. No other skills or qualities have any influence. Offensive Missions as Principle Role (except Level Bombers) Missions include Airfield Attack, Port Attack, Naval Attack, Ground Attack, Sweep, and Recon. Air Groups include includes Fighters, Fighter-Bombers, Night-Fighters, Float-Fighters, Dive Bombers, Torpedo Bombers, Float Planes, Patrol, and Recon. Assign leader using these priorities: Inspiration Influences the number of strike and patrol aircraft that will fly. Influences air group morale recovery. Leadership Influences the air groups experience gain. Air Skill Influences results in air-to-air combat. No other skills or qualities have any influence. Level Bombers with Offensive Missions as Principle Role Missions include Airfield Attack, Port Attack, Naval Attack, Ground Attack, and Recon. Assign leader using these priorities: Inspiration Influences the number of strike aircraft that will fly. Influences air group morale recovery. Air Skill Influences the number of strike aircraft that will fly. Leadership Influences the air groups experience gain. No other skills or qualities have any influence. Patrol Missions as Principle Role Missions include Naval Search and ASW Patrol. Air Groups include Dive Bombers, Torpedo Bombers, Float Planes, level bombers, Patrol, and Recon. Assign leader using these priorities: Inspiration Influences the number of patrol aircraft that will fly. Influences air group morale recovery. Leadership Influences the air groups experience gain. Of small import, Air Skill influences results in air-to-air combat (aircraft can be intercepted by CAP, but this is unlikely). No other skills or qualities have any influence. Transport Missions as Principle Role Missions include Supply Transport and Troop Transport. Air Groups include Transports, Patrol, and Level Bombers. Assign leader using these priorities: Inspiration Influences air group morale recovery. Leadership Influences the air groups experience gain. Of small import, Air Skill influences results in air-to-air combat. No other skills or qualities have any influence. Training Mission as Principle Role This includes all air groups. Assign leader using these priorities: Inspiration Influences air group morale recovery. Leadership Influences the air groups experience gain. Of small import, Air Skill influences results in air-to-air combat. No other skills or qualities have any influence. Ship Leaders Ship Captains Carriers This includes CV, CVL, and CVE. Assign leader using these priorities: Leadership Influences the ships experience gain Air Skill If the carrier captain will serve as the TF Commander, then he functions as the Air HQ for the TF aircraft. Air skill then influences the number of strike and patrol aircraft that will fly. Surface Influences ship's chance of locating a target during surface combat No other skills or qualities have any influence. ASW Vessels This includes DD, DE, AVD, APD, DMS, MSW, PC, SC, & PG with ASW armament. Assign leader using these priorities: Leadership Influences the ships experience gain Surface Influences ship's chance of locating a target during surface combat No other skills or qualities have any influence. Combat Vessels All combat vessels with a high probability of surface combat that will be used in other than an ASW role. Assign leader using these priorities: Surface Influences ship's chance of locating a target during surface combat Leadership Influences the ships experience gain Air Skill Of very small import. If the ship captain will serve as the TF Commander in a combat task force, then he functions as the Air HQ for the TF float planes. Air skill then influences the number of strike and patrol aircraft that will fly. No other skills or qualities have any influence. Non-Combat Vessels Assign leader using these priorities: Leadership Influences the ships experience gain Surface Influences ship's chance of locating a target during surface combat Air Skill Of very small import. If the ship captain will serve as the TF Commander in a non-combat task force containing and operating float planes (i.e. Japanese AV with float planes loaded), then he functions as the Air HQ for the TF float planes. Air skill then influences the number of strike and patrol aircraft that will fly. No other skills or qualities have any influence. Submarines Assign leader using these priorities: Aggression Influences subs chance of contacting enemy TFs Surface Influences subs chance of contact and survivability in an ASW attack Leadership Influences the ships experience gain Air Skill A curious consideration only. The captain of a Japanese submarine that will serve as the TF Commander in a sub patrol task force containing and operating float planes (i.e. E14Y1 Glen's on Types J3, A1, B1, A2, B2, B3/4, AM, or STo), then he functions as the Air HQ for the TF float planes. Air skill then influences the number of strike and patrol aircraft that will fly. No other skills or qualities have any influence. Land Unit Leaders LCU leaders should be selected based on how the LCU is being employed. HQ Units Assign HQ Unit Leaders using the criteria for HQ units. As considerations beyond the HQ units function, use the following in order of priorities: Inspiration Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense. Leadership Influences experience gain. Administration Influences ability to use Supply to reduce Disruption and Fatigue. Land Skill Influences attacking & defending LCU assault value, firing accuracy and experience gain. No other skills or qualities have any influence. Front Line Units (high probability of combat) Assign unit leaders using the following order of priorities: Land Skill Influences attacking & defending LCU assault value, firing accuracy and experience gain. Inspiration Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense. Leadership Influences experience gain. Administration Influences ability to use Supply to reduce Disruption and Fatigue. No other skills or qualities have any influence. Rear Area Units Training or Rear Area Functional Units Units can use training to gain experience up to an allowable maximum based on the unit nationality. If unit is in the rear area in order to train, assign unit leaders using the following order of priorities: Leadership Influences experience gain. Administration Influences ability to use Supply to reduce Disruption and Fatigue. Inspiration Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense. Land Skill Influences attacking & defending LCU assault value, firing accuracy and experience gain. No other skills or qualities have any influence. Rear Area Units Refitting Units can be moved to a rear area to reconstitute (ideally out of a malaria or cold zone or in a base large enough to negate the effects). If the units are in the rear area to restore disabled elements, reduce fatigue, and replace lost elements, assign unit leaders using the following order of priorities: Administration Influences ability to use Supply to reduce Disruption and Fatigue. Inspiration Influences fatigue reduction, morale reduction due to fatigue, disabled elements destroyed due to fatigue, and assault value for attack and defense. Leadership Influences experience gain (this is unimportant if the unit has already reached the maximum training experience). Of small import, Land Skill Influences attacking & defending LCU assault value, firing accuracy and experience gain. No other skills or qualities have any influence
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