From: Santa Rosa, CA
126.96.36.199. Amphibious HQ at Sea Attrition and Damage to Amphibious HQs Amphibious HQ units that are at sea (defined as being in a water hex or a temporary port hex) during the logistics phase will suffer damage and transport ships attached to them may be sunk. The chance of attached transport and cargo ships being sunk is determined as follows based on location of the amphibious HQ unit: 1. Calculate the value AG by first adding (Rnd(10)+(enemy double digit interdiction value in hex))/10 and truncating 2. Add to AG the value for coast defences as done in step 2 of section 16.7.1 3. Randomize AG (pick a number randomly between 0 and AG and this becomes the new value of AG) Each attached transport and cargo ship checks and if Die(20)<Die(1+AG+(weather value of hex*2)) then the ship is considered sunk and removed from the game. The weather value of the hex for this check is based on the air weather, 0=clear, 1=rain 2=heavy rain, 3=cold, 4=snowfall 5=blizzard. Amphibious HQ units themselves can be damaged while at sea and this damage can be repaired when in a permanent port during the logistics phase. The current damage of an amphibious HQ unit is shown on the right unit bar. Damage is added to an amphibious HQ unit at sea each turn in the logistics phase as follows: 1. Calculate AG value as per 3 steps above. 2. Add 1 plus the air weather value of the hex (0=clear, 1=rain 2=heavy rain, 3=cold, 4=snowfall 5=blizzard) 3. This total is the damage added to the amphibious HQ unit Once an amphibious HQ unit’s damage is greater than 99, it is withdrawn from the map and set to reappear as a reinforcement unit in 12 turns. An amphibious HQ unit that is in a permanent port during the logistics phase will have some of its damage repaired (the larger the port, the more damage repaired).
---Likely any damage to the port will slow the repairs.
All understanding comes after the fact.
-- Soren Kierkegaard