Leaders

Share your gameplay tips, secret tactics and fabulous strategies with fellow gamers here.

Moderators: Joel Billings, Sabre21

Post Reply
Schmart
Posts: 662
Joined: Mon Sep 13, 2010 3:07 pm
Location: Canada

Leaders

Post by Schmart »

I am trying to figure out the strategies for leaders, more specifically who to put into what position, as in the different impact between low level HQs and higher ones. I am assuming staff ratings are more important the higher the HQ, with combat ratings more important at the lowest level. Using this, I tend to put good infantry ratings in my infantry heavy formations, and of course good mechanized ratings in armour heavy formations. Higher HQs I tend to have a balanced Mech/Inf rating, and maximize as best I can the staff ratings.

I have read and re-read the leader explanations in the manual, but I'm still trying to wrap my head around them. Maybe someone can explain it in more layman terms? Also, what strategies have you guys been using to customize your leadership hierarchy?

And why does it seem that replacing minor Axis leaders is far more expensive in APs?
tgb
Posts: 766
Joined: Thu Jul 07, 2005 11:14 pm

RE: Leaders

Post by tgb »

Sounds to me like your plan is a sound one.
ComradeP
Posts: 6992
Joined: Thu Sep 17, 2009 3:11 pm

RE: Leaders

Post by ComradeP »

I'd suggest placing leaders with good combat ratings in corps/army HQ's and leaders with good admin ratings or lower combat ratings and good admin ratings in higher HQ's.

The minor Axis leader mainly cost a ton to dismiss, their appointment costs are low.
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
User avatar
jomni
Posts: 2827
Joined: Mon Nov 19, 2007 12:31 am
Contact:

RE: Leaders

Post by jomni »

Very good (combat) leaders may be more useful in Army instead of Corps if you only have a few of them.
This will enable them to also contribute to the combat rolls if their subordinates fail (but with a penalty).
HQ higher than Army gets a bigger penalty that I don't think high ratings can compensate.
Schmart
Posts: 662
Joined: Mon Sep 13, 2010 3:07 pm
Location: Canada

RE: Leaders

Post by Schmart »

As a bit of a follow-up question to Jomni, I haven't yet figured out the role of mid-level HQ's.

So, perhaps rephrasing my original question a bit:

High Command = Good staff rating (leaning towards admin/political)
Army/Front = ??? (perhaps good initiative/morale?)
Low level = Good combat rating (inf/mech)
User avatar
jomni
Posts: 2827
Joined: Mon Nov 19, 2007 12:31 am
Contact:

RE: Leaders

Post by jomni »

ORIGINAL: Schmart

As a bit of a follow-up question to Jomni, I haven't yet figured out the role of mid-level HQ's.

So, perhaps rephrasing my original question a bit:

High Command = Good staff rating (leaning towards admin/political)
Army/Front = ??? (perhaps good initiative/morale?)
Low level = Good combat rating (inf/mech)

I see higher HQ's as backup "die rollers".
I believe it is good for them to have good all-around stats (combat and staff).

Would you rather have:
1) A superior leader in a Corps HQ for a sure shot die roll?
2) A superior leader in an Army HQ who can roll a dice for each of his subbordinate Corps HQ?
I prefer #2 as more units can benefit from the good commander. But all this is just theory. There is a penalty for each level as you go up the chain as a trade-off and someone has yet to quantify the optimum level to put them in. I'm thinking that if you put superior leaders in High Command, then the penalty will outweigh the benefit of rolling for a lot of subbordinates and his high stats are not enough to pull off a successful roll. So Army HQ seems to be the right spot (not even Army Group). This is all theory based on rules interpretation so this is not a fool-proof tip. Different stategies for different players and purposes I guess.
Post Reply

Return to “The War Room”