Happycat Posted December 28, 2008 Share Posted December 28, 2008 Can someone expand upon how HQ attachments work? I like using manual mode, and am currrently playing a PBEM as Japan. I have moved a couple of units from Manchuoko to China (none that affect the garrisoning rule vis a vis USSR). One unit, the 1st Tank Army, will not attach to an HQ. It's readiness is about 45, and action points are 3. Do either of those numbers have any bearing on this issue? I find this occurs from time to time with other units too. An example is SNLF units seem to be capable of being attached to HQ's---sometimes; and sometimes not. Very difficult to find the common denominator to this problem. TIA. Link to comment Share on other sites More sharing options...
scottsmm Posted December 28, 2008 Share Posted December 28, 2008 When you set an HQ to manual it means that you have to chose the units that are it's attachments. You also are responsible for monitoring your units, because if they are 6 or more tiles away from the HQ the bond is broken, and you would then have to reattach or attach a new unit to that HQ. As for action points, and readiness they have absolutely no effect what so ever on HQ's, and it's attachments. Actually let me rephrase that, because readiness, and action points are a direct result of supply values, HQ's, and a few other things. Point I'm trying to make is that action points, and readiness don't effect HQ's, and it's attachments. I'd recommend just leaving HQ's in auto unless your a decently experienced player, because it's a lot easy (AI does it for you). Link to comment Share on other sites More sharing options...
Bill101 Posted December 28, 2008 Share Posted December 28, 2008 Hi Happycat I use auto-assist, as that way if you forget to attach a unit, the game engine will do it for you. I wonder if the issue is that the HQ already had its full quota of attachments, so it might be that you needed to deselect a less important unit before you could attach a higher priority one? Link to comment Share on other sites More sharing options...
Happycat Posted December 28, 2008 Author Share Posted December 28, 2008 Thank you both (Bill101 and Scottsmm) for your replies. I am a very experienced and methodical war gamer, so I have already ensured that the armor unit is close to the HQ and that the HQ is within quota (in fact, only has two other units attached). So there is something else at work here, and I am wondering still if effectiveness, supply or action points has some bearing. Maybe I will send the save game to Hubert to look at. Thanks again. Link to comment Share on other sites More sharing options...
Bill101 Posted December 28, 2008 Share Posted December 28, 2008 I just had a thought! There is one thing that would stop you from attaching it: if it has already used up its action points, as HQ attachments can only be amended before you use a unit. Could that be the answer here? Link to comment Share on other sites More sharing options...
scottsmm Posted December 28, 2008 Share Posted December 28, 2008 Could be, but why would you be in that situation. Don't you do it before your turn begins, or am I the only one that does that. Link to comment Share on other sites More sharing options...
Blashy Posted December 28, 2008 Share Posted December 28, 2008 He could have just operated that unit there. Which means he will have to wait until next turn before attaching it to the HQ. Link to comment Share on other sites More sharing options...
scottsmm Posted December 28, 2008 Share Posted December 28, 2008 definitely true. I didn't think of that. This topic though is becoming both technical, and could be's. Therefore let's settle it at just leaving your HQ's in auto assist. Which in turn will resolve all issues with as little work as possible. Off subject go Jets, and Baltimore (we want that division) if not being 11-5 should get you a playoff spot. Link to comment Share on other sites More sharing options...
Happycat Posted December 28, 2008 Author Share Posted December 28, 2008 I just had a thought! There is one thing that would stop you from attaching it: if it has already used up its action points, as HQ attachments can only be amended before you use a unit. Could that be the answer here? Nope. I do my HQ attachments first, as Scottsmm refers to in his post. The unit tells me it has 3/4 action points available (why there is one missing, I have no idea). Anyway, I emailed Hubert with the saved game, so I am sure he will look into it. Incidentally, I have also tried auto-assist and that makes no difference unfortunately. Link to comment Share on other sites More sharing options...
Stitch Posted December 28, 2008 Share Posted December 28, 2008 Nope. I do my HQ attachments first, as Scottsmm refers to in his post. The unit tells me it has 3/4 action points available (why there is one missing, I have no idea). Most likely because the unit was not fully supplied as of the start of the turn. Although I think I've had some odd occurances of not fully supplied units having all their action points, and being able to elite upgrade. Link to comment Share on other sites More sharing options...
Happycat Posted December 29, 2008 Author Share Posted December 29, 2008 Most likely because the unit was not fully supplied as of the start of the turn. Although I think I've had some odd occurances of not fully supplied units having all their action points, and being able to elite upgrade. I tend to think you're right; supply has certainly seemed to have an influence on reinforcement, so why not on other actions as well? Some of my SNLF's are in relatively low supply, approximately 45% effectiveness, and quite unable to reinforce at all. It's going to take me a LOOOONG time to create my island buffer zone. Link to comment Share on other sites More sharing options...
Happycat Posted December 30, 2008 Author Share Posted December 30, 2008 Well, it turns out that everything here is wad. Hubert emailed me and advised that because my unit is in a mountain hex, it is actually outside of the HQ's range. The manual says "within range of five tiles" but the actual mechanics are that the range between HQ and subordinate formation is measured by action points (movement cost, I suppose?). So although my unit is within five tiles, it is actually 7 or 8 ap's away from the HQ. Link to comment Share on other sites More sharing options...
scottsmm Posted December 30, 2008 Share Posted December 30, 2008 Happycat, I'm just glad that the issue was resolved successfully. Out of curiosity though what if there was a road or rail in the mountains that your talking about. That would I imagine negate the effect of the terrain right? Link to comment Share on other sites More sharing options...
Stitch Posted December 30, 2008 Share Posted December 30, 2008 Also, I've noticed that an enemy ZoC will add another +1 movement point onto the base terrain cost as well as some weather effects. Link to comment Share on other sites More sharing options...
Happycat Posted December 30, 2008 Author Share Posted December 30, 2008 In a subsequent email, Hubert has clarified this further for me and us: the distance between HQ and subordinate unit is five CLEAR terrain hexes, modified downwards by any applicable terrain penalties. To quote from the email message: So if it is clear terrain then it would be a range of 5 tiles, if the shortest path to a potential unit for attachment includes 1 mountain tile then you have to include the movement cost of that mountain tile and as a result it reduces the range in that direction by 2 as mountains cost 2 AP etc. Therefore, and as Stitch pointed out previously, ZOC is a terrain penalty and would have an effect upon HQ attachment distances. Link to comment Share on other sites More sharing options...
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