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HQ's
Posted: Sun Oct 13, 2024 3:01 pm
by noel60
How do I manually set what units a HQ will supply? Can a Romanian HQ supply a German unit? Can a German HQ supply a Romanian unit? To this point a have always set HQ to AI control but there have been times when I wanted to do it myself.
Re: HQ's
Posted: Sun Oct 13, 2024 3:20 pm
by Platoonist
noel60 wrote: ↑Sun Oct 13, 2024 3:01 pm
How do I manually set what units a HQ will supply? Can a Romanian HQ supply a German unit? Can a German HQ supply a Romanian unit? To this point a have always set HQ to AI control but there have been times when I wanted to do it myself.
Aside from air units you don't set which units an HQ will supply. HQs generally improve local supply and any ground unit nearby will benefit as a result. You can set which units an HQ commands and gives combat advantages to by setting it to manual or auto-assist and picking the units you want the HQ to command.

- HQ setting.jpg (35.6 KiB) Viewed 591 times
Re: HQ's
Posted: Sun Oct 13, 2024 10:03 pm
by Nginear
HQs belonging to a minor cannot command the major country's units (e.g. Romanian cannot command german unit). A major country's HQ can sometimes attach minor units, depends on the country.
Re: HQ's
Posted: Sun Oct 13, 2024 11:17 pm
by noel60
So I chose manual, then what?. Do I click on units I want to command?
Re: HQ's
Posted: Sun Oct 13, 2024 11:29 pm
by Platoonist
noel60 wrote: ↑Sun Oct 13, 2024 11:17 pm
So I chose manual, then what?. Do I click on units I want to command?
You left click on a HQ, then you right-click on the unit you want to attach to that HQ. Detaching a unit works the same way. Attached units usually display a green hex background although some mods may do it differently. Unattached units show blue. Depending on your command-and-control tech the green-hatched range at which an HQ can attach units will improve and you can attach more units to one HQ. Air units generally don't receive the best supplies levels supply unless attached to an HQ.

- attach-detach.jpg (75.25 KiB) Viewed 556 times
Re: HQ's
Posted: Mon Oct 14, 2024 7:46 am
by OldCrowBalthazor
Probably one of the most important game mechanics to learn and master in all the SC games: HQ rigor and attaching units.
The outcome of battles can go over very favorably if units are attached to an Hq. Better the Hq rating, the better the outcome can possibly be.
Supply is a different mechanic all together, but Hq and Hq supply boosting is essential too.
Re: HQ's
Posted: Tue Oct 15, 2024 2:23 pm
by ThunderLizard11
A couple hints:
* Set HQs to auto-assist not manual
* Check HQ attachments at beginning of turn before you move ANYTHING! Once something moves you can't change HQ status
* You need to detach a unit first so HQ has a "slot"
* Air units generally should be attached as they will not be supplied unless they are attached to an HQ
* As for suppply - ground units do not need to be attached for supply but get a important combat bonus if attached
There's also HQ chaining to consider - one HQ supplying another.
Re: HQ's
Posted: Tue Oct 15, 2024 4:46 pm
by Taxman66
Note you can move the HQ itself then modify attachments.
Be alert to the HQ command range when moving units.
Thus units that move long ranges (air rebase, operate and transport) should be unattached first, unless their HQ is also moving to the same destination.
You can also attach units to a HQ on the turn that it is placed as reinforcement on the map.
Re: HQ's
Posted: Fri Oct 18, 2024 2:09 pm
by OxfordGuy3
BTW note also that both German and Italian HQs can attach German minor country units, such as Romanian and Hungarian, though doesn't work the other way around.
Re: HQ's
Posted: Sun Oct 20, 2024 7:52 pm
by Illiniwek80
Holy crap I've been playing this wrong with my lazy style for hundreds of hours. No wonder my air units are often ineffective and Germany collapses in 1943.
Re: HQ's
Posted: Mon Oct 21, 2024 10:26 am
by OxfordGuy3
Taxman66 wrote: ↑Tue Oct 15, 2024 4:46 pm
Note you can move the HQ itself then modify attachments.
Be alert to the HQ command range when moving units.
Thus units that move long ranges (air rebase, operate and transport) should be unattached first, unless their HQ is also moving to the same destination.
I think operating a unit automatically unattaches it and you can't re-attach it to another HQ in the same turn as you operated it, which is a real pain, especially for air units, due the supply thing! I *think* if you leave units attached before operating they have slightly more effectiveness afterwards, so I usually do that.
Re: HQ's
Posted: Mon Oct 21, 2024 12:03 pm
by ElvisJJonesRambo
Yep, I've lost many games because of this.
Operanding Air, they'll get trashed.
No clue how the attachments works for Air.
Put them in City to at least get supply-5.
I'll put them right beside HQ in a city, the Air will not be attached and supply 4.
I try the right clicking, no clue if (or when) it happens