I just studied all sixty equations that use the corps and command headquarters values. I was correct. All offensive values must be prepared. Nick may have been talking about defensive values. Headquarters units may provide bonuses to units within range for defensive purposes, even if not prepared for those locations. Allow me to expand my explanation and include defensive values:
For attacking units:
One command and one corps headquarters are useful to all units within range, if a random roll is less than the preparedness of each of the two headquarters and the units are in combat at that location.
So, if I have a corps headquarters with a range of one and with a preparedness of 85 and a target of Oklahoma City and the headquarters is zero or one hex away from that Oklahoma City, all friendly units in combat at Oklahoma City will gain a combat bonus if a random number from 0 to 99 is less than or equal to 85. Having two or more corps headquarters units will not help any more, although each will get a preparedness roll and if any pass, the bonus will be applied. The command headquarters operates the same, but usually have greater ranges. These rules sometimes apply.
For defending units:
One command and one corps headquarters are useful to all units within range.
So, if I have a corps headquarters with a range of three hexes and with a target of Oklahoma City and Norman, Oklahoma (range three hexes) is attacked, all friendly units in combat at Norman, Oklahoma will gain a combat bonus. The command headquarters operates the same, but usually have greater ranges. These rules sometimes apply.
For units in general:
Please note that there are many combat routines called by attackers and defenders and these general rules do not always apply to all cases. And, in some cases other values are tested, such as the percentage of healthy elements in the headquarters or the total number of healthy elements in the headquarters. In some cases, bonuses only apply if headquarters if in the same hex with the unit and in some, a headquarters can only benefit a single unit.
Be advised that the game does not calculate attack and defense values and then consult a CRT, like most board games. Individual elements and attack and defend over a series of phases and the headquarters bonuses can affect different element types in differing ways in different phases. The assault values I print on the screen, during combat or the orders phase, are only general values which show approximate strength. Like the air to air calculations, many, many equations are used to produce the combat results. This makes it impossible to give the players a list of the equations. The sixty equations that use the headquarters values in combat are only a few of the hundreds of combat equations.
If I had a couple days to work on it, I could be more specific, but I am trying to write a tactical carrier game, so I must return to it.
Hope this Helps...
Michael Wood
ORIGINAL: dtravel
Not quite that bad. [;)] If someone (including you) has actually run the tests and posted the results, then I got no problem (other than missing reading the thread or forgetting it two years later).ORIGINAL: Nikademus
you don't have to create one, you just modify an existing one. For this particular test i used the Rising Sun scenario.
or you can just take my word for it. (I know....when pigs fly maybe....[:)] )
But we have a beautiful example here of why so many of us are so confused. You (Nik) have tested it and come up with results that say specific prepped objective doesn't matter and a programmer (Mike Wood) posting something that says prepped objective does. So, which is right? Has Nik found a bug? Is Mike giving us incorrect information (design change? mis-read the code? mis-remembering? fingers typing faster than his brain is running?)? Is Mike right and Nik's tests just happened to get results at one end of the bell curve?