Advantage of multiple HQ layers?

Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.

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Temple
Posts: 529
Joined: Wed Jul 31, 2002 8:21 pm

Advantage of multiple HQ layers?

Post by Temple »

I know this should be obvious, but maybe I'm missing the point. I'm playing a random game on a 40x40 map, and so far I'm getting along just fine with a single HQ. Staff values for units are over a hundred and supply is green everywhere where I need it.

So when do I know I need more HQ units, or layers of HQ? Maybe I'm just approaching the situation the hard way and have more staff than I would need if I had multiple HQ? I looked at the manual but maybe I'm just missing the oblivious. Like I said, so far it seems that I'm able to get a long with a single HQ. So what is the advantage of multiple HQs and layers of HQs?

UPDATE: In this post I saw the following information:
1. HQs give full staff coverage up to 5 hexes with standard settings so you should have an hq for every 10 hexes of front.
OK, that's a start when trying to understand. I did search the manual and didn't find that specific info, btw, but I'm assuming it is correct.
jjdenver
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RE: Advantage of multiple HQ layers?

Post by jjdenver »

Look at HQ Power (HqPw) which is right below the staff rating. If this is less than 100% then your unit is too far away from the HQ to be in good command radius - you might consider forming a subordinate HQ and transferring these units to that HQ's command.
AARS:
CEAW-BJR Mod 2009:
tm.asp?m=2101447
AT-WW1:
tm.asp?m=1705427
AT-GPW:
tm.asp?m=1649732
Temple
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Joined: Wed Jul 31, 2002 8:21 pm

RE: Advantage of multiple HQ layers?

Post by Temple »

ORIGINAL: jjdenver

Look at HQ Power (HqPw) which is right below the staff rating. If this is less than 100% then your unit is too far away from the HQ to be in good command radius - you might consider forming a subordinate HQ and transferring these units to that HQ's command.

Thanks for that info. I did a search in the manual for HqPw and found this one line:
HqPw – Headquarters Power over a unit (determines staff influence).
Thanks to your post I now understand what the heck that means [:)]

yoggi75
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RE: Advantage of multiple HQ layers?

Post by yoggi75 »

Also, the "cost" in landcap or seacap of sending reinforcements depends a lot on distance so on a larger map (and especially if you fight on multiple continents) you should consider attaching construction to more local HQs to avoid having to build obscene numbers of trucks/cargoships.
"It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets."

Voltaire
Temple
Posts: 529
Joined: Wed Jul 31, 2002 8:21 pm

RE: Advantage of multiple HQ layers?

Post by Temple »

Well it's weird but I checked all my units and they have a "HqPw" value of zero. However, I've been fighting with them for a number of turns and haven't noticed anything. How much of an effect does HqPw have over a unit?
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ShadowB
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RE: Advantage of multiple HQ layers?

Post by ShadowB »

HqPw is the percentage of the staff bonus the unit in question is receiving. For example, if staff normally gives you a 20% bonus, that unit will get that 20% if HqPw is 100%, 16% if it's 80%, etc.
seille
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RE: Advantage of multiple HQ layers?

Post by seille »

ORIGINAL: Temple

Well it's weird but I checked all my units and they have a "HqPw" value of zero. However, I've been fighting with them for a number of turns and haven't noticed anything. How much of an effect does HqPw have over a unit?

Fight a human player and you´ll see the difference soon. [;)]
On the "official ladder map" you´ll have a hard time to win with your initial single HQ against a well organized
opponent with 3 HQ´s supporting his attack troops everyhwere.
Rik81
Posts: 305
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RE: Advantage of multiple HQ layers?

Post by Rik81 »

ORIGINAL: yoggi75

Also, the "cost" in landcap or seacap of sending reinforcements depends a lot on distance so on a larger map (and especially if you fight on multiple continents) you should consider attaching construction to more local HQs to avoid having to build obscene numbers of trucks/cargoships.

What do you mean by "attaching construction"? What is the best way to fight across an ocean, in dealing with HQ's?
Temple
Posts: 529
Joined: Wed Jul 31, 2002 8:21 pm

RE: Advantage of multiple HQ layers?

Post by Temple »

And let me ask another good question [;)]

I know staff should go to the lowest level HQ; the one with the troops attached. But what about trucks? I guess, if I am receiving supply at the top level HQ I should have a lot of trucks there, right? But what about trucks at a lower level HQ?
Peterk1
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Joined: Sun May 04, 2003 3:13 am

RE: Advantage of multiple HQ layers?

Post by Peterk1 »

The trucks should be attached to the HQ which is transferring units elsewhere....so normally the HQ that the cities are pumping their output to.

Temple
Posts: 529
Joined: Wed Jul 31, 2002 8:21 pm

RE: Advantage of multiple HQ layers?

Post by Temple »

I guess this is the part of AT I am liking the most. It's like Civ4 or GalCiv2; you start off with just a few units and a little research and you build up from there. It's kinda cool that way. 
yoggi75
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Location: Stockholm, Sweden

RE: Advantage of multiple HQ layers?

Post by yoggi75 »

What do you mean by "attaching construction"? What is the best way to fight across an ocean, in dealing with HQ's?

There are most certainly far better players to tell you that than me. Anyway, the tactic I use in short:
1. Put your top HQ (or the topmost HQ that will support the landing on a new conitnent), in a costal city (preferably) or on a constructed port. Make sure this HQ has several cargoships
2. Upon securing a beachhead, construct a port or secure a costal town/city
3. Create a new HQ (preferably) or use one from the landing army and place it in the Port or coastal town/city hex. This will allow you to transfer supplies and troops from your home continent via SeaCap to the new continent (provided you have cargoships).
4. Production from any conquered cities on the new continent goes to the HQ on the new contintent.
5. When you have a sufficient production of supplies on the new continent, make the HQ on the new continent the top HQ of all troops on the new continent. This step can be made early but then you will have to make sure to transfer enough suplies from your home continent.

There is a good AAR in the AAR section describing invasion on a continent by Das123
tm.asp?m=1619142
"It is forbidden to kill; therefore all murderers are punished unless they kill in large numbers and to the sound of trumpets."

Voltaire
Rik81
Posts: 305
Joined: Tue Jun 29, 2004 1:49 am

RE: Advantage of multiple HQ layers?

Post by Rik81 »

Thanks for that explanation. Makes good sense.
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