See screenshot:

Moderator: Vic
ORIGINAL: Malevolence
I note that using only a single formation no longer provides a separate bonus to concentric attack.
I have not been able to achieve the 200% concentric attack bonus.
Silent nerf?
ORIGINAL: zgrssd
I am pretty sure that using units from opposing hexes (basically D&D Flanking positions), provides more Concentric attack bonus or stacking limit.
1. The SHQ acts as full OHQ for all independant and Militia Units, as long as they are close enough.ORIGINAL: GodwinW
Sorry Vic but can you or someone else elaborate?
You say 'HQ' but all these units are from either the SHQ or the 1 OHQ I have. So I'm not mixing 2 OHQ's. I am mixing an SHQ with the OHQ, but the SHQ also supports the OHQ anyway down the OOB.
"As long as your Militia Units stay in HQ Power Range they’ll be able to receive positive effects from Operational HQ Skill Rolls. (note that SHQ Skill Rolls always apply irrespective of range between Unit and HQ)"ORIGINAL: GodwinW
Yes ok thanks so you're saying mixing non-OHQ units (you cannot have non-SHQ units (if you go up the chain)) with OHQ units is already giving the penalty. Then that's a pretty decent nerf tbh. Like I said for the first city conquest it may now be better to use militia (higher starting morale) and a few indie regiments and use the OHQ to explore. Hmm.
Btw.. acts as a full OHQ? For a OHQ both the SHQ and the OHQ roll.
If the SHQ would act as a full OHQ it would roll twice for the indies (1 as the regular SHQ and 1 as the acting OHQ).
Is that really happening when you're close enough?
ORIGINAL: Malevolence
I note that using only a single formation no longer provides a separate bonus to concentric attack.
I have not been able to achieve the 200% concentric attack bonus.
Silent nerf?
Did you check what hte HQ power on the units was?ORIGINAL: GodwinW
So the following was wrong then?
ORIGINAL: Malevolence
I note that using only a single formation no longer provides a separate bonus to concentric attack.
I have not been able to achieve the 200% concentric attack bonus.
Silent nerf?
Maybe it was a misunderstanding. I read somewhere, like Malevolence did, that having a concentric attack with only groups of 1 OHQ would double the concentric bonus. That's still true really, but we thought the manual values were normal and there was an extra bonus for using 1 OHQ due to that post, but the values in the manual could be the 1 OHQ situation with the mixed attack being penalized by half.
In any case, is the following a bug then zgrssd?
Because the SHQ doesn't provide the bonus for the OHQ slot while being within 6 hexes.
I can post a bug thread if you think it's a bug. Since I'm not sure how it's supposed to work (there are still parts of the manual I haven't read, I think I'll read the OHQ section soonish :p).
If they had HQ power from teh SHQ? Should be a bug. Display at least.ORIGINAL: GodwinW
Ok, I should have screenshotted the modifier but it was just 1 type of roll.
The high command rolls.
Here, took some time and set up a new game to show it:
So, bug?
SHQ Commander Rolls are limited to the High Command Skill Roll, but
these rolls can be made from any distance
HQ Power is a stat on the units. Between Entrenchment and Supplies. It is how we figured out that 6 Hex figure.ORIGINAL: GodwinW
What do you mean'HQ power from the SHQ'? Yes they were within 6 hexes, is that what you mean?
Edit: went digging through the manual and you seem to be wrong, at least judging from this line:
SHQ Commander Rolls are limited to the High Command Skill Roll, but
these rolls can be made from any distance
So if that's true (p301), they'll never roll as OHQ.
I guess it's still a bug the rolls of the SHQ didn't show up in his skill log btw.
4.2.1As long as your Militia Units stay in HQ Power Range they’ll be able to receive positive effects from Operational HQ Skill Rolls. (note that SHQ Skill Rolls always apply irrespective of range between Unit and HQ)