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Seminole -> RE: Damaged Amphibius HQ (7/21/2015 7:10:31 PM)
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I'll add a few things to this: Cargo and Troop ships are assigned to the AHQ during an amphibious invasion in accordance with the size of the invading force (1 of each per 1000 transport cost for the unit in question). So when TF 545 (A) invades Sicily with 1st CA and 51st BR Inf Div it requires 22k transport, or 22 each of cargo and troop ships to be automatically assigned to the AHQ from the pool. While at sea the AHQ will take damage, dependent upon weather and enemy naval interdiction values. This will damage and destroy the attached troop and cargo ships held by the AHQ. If the AHQ spends a logistics phase (meaning it ends the turn there) in a port the troop and cargo ships are released back the pool. If the AHQ goes to sea again it will be assigned 10 cargo and troop ships from the pool again. An AHQ can support more than one temporary port, but they must be adjacent to the hex with the AHQ (not merely on a contiguous strip of beach). With this in mind you can target invasions on hexes that allow a single AHQ to support multiple temporary ports, and in this manner could rotate AHQs to support the beaches and thereby release excess cargo and troop ships back to the pool. AHQs are great at offering fire support. They bombard the enemy if they are adjacent (I think this is resolved in the logistics phase), and will contribute their firepower to both offensive and defensive combat if they are adjacent to the hex. The disruption effects from naval gunfire is a difference maker. I believe artillery can also help drive down fortification levels. Thus, grouping AHQs during the turn and positioning them adjacent to battles can help the Allies crack tough nuts. Provided you have sufficient movement they can then end their turn in a friendly port to continue building prep points, or return to duty maintaining a temporary port. Because of the risk of cargo and troop ship attrition while servicing temporary ports it is important to keep an eye on these pools in the production screen. The Allies get 4 troop ships and 30 cargo ships per turn. Lose too many troop ships and you'll have trouble ferrying troops and making landings. AHQs themselves are more disruptive of enemy naval patrol in the recent beta patches, but they also take more damage from enemy naval interdiction. If one is lost I believe it is 12 weeks before it is reconstituted. That's a long time to be without its benefits. That's about 1/8th of the game... Be careful positioning them adjacent to fortified enemy ports, as they'll suffer from enemy port guns. I've seen an AHQ go to over 90% damage in a single turn in the Straits of Messina. They can be positioned at sea one hex from a port and by blocking the flow of supplies in adjacent hexes isolate the port without being in range of the enemy guns.
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