witpqs
Posts: 26087
Joined: 10/4/2004 From: Argleton Status: offline
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quote:
ORIGINAL: michaelm quote:
ORIGINAL: witpqs Michael, A quick question not strictly related to the Beta: Naval HQs - do they help speed ship repair independent of any Naval Support Squads they have? The Naval HQ is usually only going to count if it does have any Naval Support in it. Shore Parties as part of the overall Naval Support for repairs, count separately. So a base containing Naval HQs with just Shore Parties will assist in repairs in SAME hex, but those same HQs cannot support repairs outside of the base. They would need Nav Support squads present to use the command radius to affect other bases in range. Ah - thanks. An unexpected answer as I had no idea that Shore Parties had anything to do with ship repair. My question might be better phrased something like "Does an empty Naval HQ provide any benefit/bonus/whatever to ship repair?" The analogy being the way that Air HQs provide certain benefits without regard to any squads they contain. What has caused the confusion is this section in the manual: quote:
8.1.1 HEADQUARTERS These are all support troops (the much-maligned “brass” sitting in the rear). However, these rear-area troops earn their keep in War in the Pacific, Admiral’s Edition™ by providing large numbers of support personnel to support other units and for construction and logistics tasks. They give combat benefits to combat units who are within a certain range, generally the same hex, and enable more bombers to fly Missions from bases under their control. A unit can benefit from its HQ, of which there are six types: » Command - Helps in several ways. They help in giving a bonus to ground combat. If no Corps HQ is in range of a ground unit, the Command HQ can give a bonus like a Corps HQ if it is in range of a ground unit. If there is a Corps HQ within range of the battle, and the Command HQ is within 2 times its command range of the battle, it can add up to an additional 90% bonus to the Assault Value of an attacking force for odds calculations. The bonuses are impacted by the leaderships rating of the commander of the HQs. Command HQs are also important for air replacements and upgrades (see section 16.2.3 for details). » Army - Helps with ground combat. Ground units in range can gain up to a 10% bonus to their Assault Value (whether attacking or defending). » Corps – Helps with ground combat. Ground units in range can gain up to a 10% bonus to their Assault Value (whether attacking or defending). » Amphibious – Helps amphibious invasions suffer fewer losses. » Naval – Helps to speed ship repair time. » Air – Helps by allowing more aircraft to fly and allows more air units to be based at a base with this type of HQ, coordinating aircraft replacement/upgrades and supporting more groups at a base. You can see that the inherent benefits of Air, Ground, etc. HQs (without regard to squads they contain) are discussed in the same list as Naval HQs, which would imply by context that Naval HQs are providing the "Helps to speed ship repair time" benefit also without regard to any squads the Naval HQ contains. I wish to stress that I am not saying that it should be this way or that way, only seeking clarification. That manual passage could be tweaked a bit to be more clear if indeed there is no inherent (meaning not squad related) benefit.
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