Does HQ Command and Control Matter? (Full Version)

All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition



Message


Rogue188 -> Does HQ Command and Control Matter? (1/6/2020 11:22:13 PM)

What are the benefits of HQ units for command and control? I know they can provide huge support bonuses, allow for aircraft torpedoes, influence units up to one(?) hex away, and can allow (R) units the ability to be loaded onto transports, but what are they good for otherwise? Does the command and control relationship really matter? Can I just put every single (R) unit under Pacific Ocean Areas so they can move? Does it matter that Australia is home to Australian Command, Australian I Corps, Pacific Ocean Area units, Southwest Pacific and South Pacific units?




RangerJoe -> RE: Does HQ Command and Control Matter? (1/6/2020 11:31:05 PM)

Yes, the HQs matter. There is a range to them, up to 9 hexes. They are also additive in their levels of command from Corps, Army, and thence to command. You can mix units of various commands but I believe that the air units function best under their own command.




dr.hal -> RE: Does HQ Command and Control Matter? (1/6/2020 11:41:40 PM)

I've never seen a "R" HQ or any HQ give a restricted unit the ability to board transports.... is this really true? I was under the impression that you had to pay political points to switch commands to a non-restricted HQ in order to move such troops via ship. I must have missed something.




geofflambert -> RE: Does HQ Command and Control Matter? (1/7/2020 12:17:58 AM)

Air HQs affect where the replacements arrive for the squadrons under it. If the HQ is in the IO and the squadron is in the PO, they're going to be waiting a long time for their replacement aircraft. In many cases HQs are about half as effective serving nearby units not under that HQ. The command ranges on the air HQs also are the ranges from which TBs may draw torpedoes from the HQ's inventory.




CaptBeefheart -> RE: Does HQ Command and Control Matter? (1/7/2020 1:10:37 AM)

For ground units, HQs help, but there's no need to keep subordinate units with their higher HQs. You can put all restricted units under Pacific Ocean if you want. Oz can have all sorts of ground units under different HQs present.

Air HQs are more important to pay attention to. Air units doing bombing will have better coordination if they are under the same HQ and that HQ is within range. Also, if the air HQ matches the base (e.g. 7th Air Force on a Pacific Ocean base as opposed to a SoPac base) you will get the full value of that HQ's command rating for base stacking. What that means is a 5-command radius air HQ on a matching base can add 5 units to the stacking before penalties occur. If it is on a base that does not share the same higher HQ, then the command rating is halved for stacking (I believe rounded up). So, 7th AF would support an additional five squadrons on a Pacific Ocean base, but only three on a SoPac base.

Cheers,
CB




RangerJoe -> RE: Does HQ Command and Control Matter? (1/7/2020 1:57:36 AM)

I believe that nothing in AE is rounded up, the fractions are truncated.




rustysi -> RE: Does HQ Command and Control Matter? (1/7/2020 4:25:24 PM)

quote:

I've never seen a "R" HQ or any HQ give a restricted unit the ability to board transports.... is this really true?


Not that I've noticed. Believe the op is wrong.

There's no command and control per say in the game. Yes, with air ops there's some benefit to having a parent HQ present. IIRC though it simply has to be in the 'Chain of command' type of heading.

All that is required for ground units is to be within range of the HQ for it to benefit from its affects. The exception to this is unit 'upgrades'. For those to occur the unit needs to be within 2X the range of a 'Command HQ'. Don't confuse unit 'upgrades' with replacements or 'equipment upgrades', those are entirely different. Unit 'upgrades', AFAIK, adds a TO&E slot to the unit. Let me be clear that under no circumstances must the ground unit be assigned to the HQ.

To be fair there are quite a few things that HQ's perform. Really too much for me to go into further detail here, and I'm sure if I did I would miss much off the top of my head. I suggest, that for clarification the op read/re-read the manual.




PaxMondo -> RE: Does HQ Command and Control Matter? (1/8/2020 2:07:27 AM)

Yeah, suffice to say that HQ's are really important and most of it is in the manual and way to long to cover here.




Kursk1943 -> RE: Does HQ Command and Control Matter? (1/8/2020 7:36:37 AM)

Don't miss the infromation given in section 8.1.1.
https://www.matrixgames.com/forums/tm.asp?m=2260137




Trugrit -> RE: Does HQ Command and Control Matter? (1/8/2020 9:49:19 AM)


Headquarters:
http://www.matrixgames.com/forums/fb.asp?m=2332371

Leaders:
http://www.matrixgames.com/forums/fb.asp?m=2350193





basilstaghare -> RE: Does HQ Command and Control Matter? (1/10/2020 12:23:57 PM)

From Trugrit's Link:
Naval Headquarters -


Helps to speed ship repair time.
Good to have in a base that perfoms a lot of repair, but potentially useful in a forward base used for rapid repair or a repair near combat to save badly damaged ships.
The qualities and skills of the HQ leader has no influence or bearing on the HQ function, so a Naval HQ is a good place for your stupidist, most incompetant admirals to become heros.
Most Naval HQ have naval support squads, so they can load/unload/rearm ships
Some Naval HQ have support or motorized support squads, so they help reduce fatigue and disruption for units in the same hex.


So, If Im using Sydney, Australia to base a TF out of, making sure each ship in said TF is assigned to Australia Command will help speed their repair time? Ie., will it make a noticeable difference? Thanks.




Ian R -> RE: Does HQ Command and Control Matter? (1/10/2020 12:41:55 PM)

quote:

ORIGINAL: basilstaghare

From Trugrit's Link:
Naval Headquarters -


Helps to speed ship repair time.
Good to have in a base that perfoms a lot of repair, but potentially useful in a forward base used for rapid repair or a repair near combat to save badly damaged ships.



You might want to check if there are any naval support squads in the HQ that will improve port functions, including repair, and cargo movements.

Alfred was very cagey about the USN HQs without naval support squads. Something about them being an "administrative district". Whatever that means (if anything). As all one can say for sure, is it has numerous support squads, so it's a good place to rest a Marine Division which is recovering disablements and taking replacements while preparing for its next objective.




Trugrit -> RE: Does HQ Command and Control Matter? (1/10/2020 12:46:04 PM)


quote:

ORIGINAL: basilstaghare

From Trugrit's Link:
Naval Headquarters -


Helps to speed ship repair time.
Good to have in a base that perfoms a lot of repair, but potentially useful in a forward base used for rapid repair or a repair near combat to save badly damaged ships.
The qualities and skills of the HQ leader has no influence or bearing on the HQ function, so a Naval HQ is a good place for your stupidist, most incompetant admirals to become heros.
Most Naval HQ have naval support squads, so they can load/unload/rearm ships
Some Naval HQ have support or motorized support squads, so they help reduce fatigue and disruption for units in the same hex.


So, If Im using Sydney, Australia to base a TF out of, making sure each ship in said TF is assigned to Australia Command will help speed their repair time? Ie., will it make a noticeable difference? Thanks.


You don't need to assign ships to the Australia Command to get the benefits.





dr.hal -> RE: Does HQ Command and Control Matter? (1/10/2020 2:37:29 PM)


quote:

ORIGINAL: Ian R

Alfred was very cagey about the USN HQs without naval support squads. Something about them being an "administrative district". Whatever that means (if anything).

Actually Ian, Alfred is not being cagey but accurate. The US Navy did and still does have "Districts" which are administrative commands. They normally support shore based facilities, etc. They did and still do have a viable function. I think it was a clever move by the developers to give these commands support units but not necessarily naval support (for ships) given their land based orientation.




Ian R -> RE: Does HQ Command and Control Matter? (1/10/2020 3:12:35 PM)

I'm sticking with cagey. If they wanted district commands to support "shore based facilities, etc." they'd have naval support squads, wouldn't they?




RangerJoe -> RE: Does HQ Command and Control Matter? (1/10/2020 5:54:29 PM)

They would support the naval base support units, Sea Bees, Marines, and such like.




basilstaghare -> RE: Does HQ Command and Control Matter? (1/10/2020 9:20:00 PM)

So in essence it doesn’t matter what Naval HQ the various ships in a TF are assigned to? Ie., my Surface Combat TF could have one ship assigned to Pacific and one assigned to ABDA with no ill effects? Thanks.




Trugrit -> RE: Does HQ Command and Control Matter? (1/11/2020 9:56:09 AM)


quote:

ORIGINAL: basilstaghare

So in essence it doesn’t matter what Naval HQ the various ships in a TF are assigned to? Ie., my Surface Combat TF could have one ship assigned to Pacific and one assigned to ABDA with no ill effects? Thanks.


Yep,

Don Bowen in Post #9:
http://www.matrixgames.com/forums/fb.asp?m=2121505





basilstaghare -> RE: Does HQ Command and Control Matter? (1/11/2020 2:05:27 PM)

Thanks




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
0.8867188