ORIGINAL: Uemon
ORIGINAL: BlueTemplarAnd you can always move wherever you want, it's not like you will get *maluses* if your units are not in range of their OHQ...
Sure but if you get an epic leader isnt kinda the whole point to benefit from it? Why would you leave a unit as garrison, if they can get that bonus and be first liner.
ORIGINAL: redrum68
- More flexibility to move units around in the front and not worry about keeping each OHQ and its units within a few hexes
I didn't say anything about the units being limited to garrison, and my point is about formation units out of OHQ range not having any maluses compared to independent units (unattached to formations).
(Well, except for the surrounding, see below - the only thing you can do to "detach" the unit is to make a new battlegroup with subunits-3, which is also going to cost the subunits in the battlegroup all their APs for a turn).
And AFAIK, even out of OHQ range, they are going to still get the posture modifiers ?
ORIGINAL: redrum68
Interesting discussion. Using primarily independent units has several advantages:
- Get full bonus from attacking from multiple hexes (cross OHQ gives only half) and can even use them in combination with militia forces
Oh, yes, THIS ! This might be VERY important early on, as I expect that the difference between a +100% surround and a +200% is going to be MUCH higher than whatever you might get from a green OHQ commander !
ORIGINAL: redrum68
- Can use your limited manpower into better units and avoid using a lot of it on infantry (especially before you get better formations)
- More flexibility in recruiting units as don't have to wait for the at least 50% of the OHQ formation can just raise independent battalions with 500-1000 recruits
There are ways around most of that - see my example - (ways which *do* involve a lot of micromanagement...)
ORIGINAL: newageofpower
I heard you guys can just raise half the formation, how does one do this?
You just do, you can raise any OHQ/Independent formation starting with 50% of required items. (It's even less for battlegroups, you just need 3 subunits.)
ORIGINAL: newageofpower
On a manpower basis, would a pure MG/RPG formation be stronger? Should I just avoid raising any normal infantry, lol?
Well, maybe, but early on you're probably going to be more limited by other items than recruits.
Also, MGs/RPGs are more expensive than slugthrower infantry and IIRC don't provide any bonus on soft attack / soft combat (I think RPGs even get a malus on soft combat ?). (And they might be worse for that than carbine infantry while still being more expensive ?)