Army attachements to HQ

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2ndACR
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RE: Army attachements to HQ

Post by 2ndACR »

Keep the mobile out of the swamps. Panzer and motorized avoid like the plague.

Basically that is about the limit. Once you hit Pskov area, Vitberg, Kiev you are at the end of the leash. Key is to get the rail heads as close as you can each turn.

Repair is fast in the north. Once you near Pskov, you will see the increased repair costs. Right now, you are paying RRC1, Pskov you see the RRC3
findmeifyoucan
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RE: Army attachements to HQ

Post by findmeifyoucan »

Also, there are discussions about bombing Russian Air bases. Which do you think is better forcing them into relocation by armies moving next to them or actual bombing by your A/C? Personally I am a big believer in A/C ground support in the first few turns anyhow.
findmeifyoucan
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RE: Army attachements to HQ

Post by findmeifyoucan »

Yes, I don't intend on sending my armor and motorized into the swamp. Just couldn't resist going after the HQ's sitting by themselves in small towns on the fringes of the swamp! :-)
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Texas D
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RE: Army attachements to HQ

Post by Texas D »

ORIGINAL: findmeifyoucan

So having my two armored units stacked with an HQ in Riga on turn 1 does this mean I will be in supply next turn or do I need to do something else like move more Hq's into the area?
I noticed that Hungary is not active on turn 1, when do they become active?

Your armor should be in supply as long as you damaged that port NW of Riga to iirc 11% or more.
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carnifex
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RE: Army attachements to HQ

Post by carnifex »

ORIGINAL: findmeifyoucan

Which do you think is better forcing them into relocation by armies moving next to them or actual bombing by your A/C?

Displacing an airbase means all it's undamaged airplanes fly far away, away from you and to safety. And not displacing a bombed airbase means the owner will manually move it away to safety, along with all the damaged airframes so they can be repaired. So in effect it's a false choice - you lose both ways.

You need to bomb the air fields to destroy and damage airframes, then you need to displace them so the damaged airframes are destroyed.

As for ground support on turn 1, do all your attacks then reload and turn ground support off and see if it makes a difference. My guess, not so much.
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Mynok
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RE: Army attachements to HQ

Post by Mynok »


Right now I'd suspect that turning off ground support and turning up interdiction will get you the most casualties. A big interdiction attacks can really whack some Slavs.
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findmeifyoucan
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RE: Army attachements to HQ

Post by findmeifyoucan »

I noticed also that enemy zones of contro alone destroys rail lines, wow!!

How do you convert a security division into a normal division exactly? Also, what if I wanted to convert a normal infantry division into a motorized? How do I do that exactly?
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Mynok
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RE: Army attachements to HQ

Post by Mynok »


No, ZOCs do NOT destroy rail lines. Converting hexes to your control does. ZOC will stop enemy usage of rail in the hex however.
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randallw
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RE: Army attachements to HQ

Post by randallw »

You cannot change security divisions to regular infantry, nor ( permanently ) change regular infantry to motorized; you can temporarily motorize a regular infantry, which will cost APs and pull trucks from your vehicle pool.
findmeifyoucan
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RE: Army attachements to HQ

Post by findmeifyoucan »

Ok, thanks.
Correct me if I am wrong but when you press the hotkey r, don't the red dots mean destroyed or damaged rail lines and if so then that means that your zones of control do damage rail lines. That you do not have to move into the hex in order to damage the rail line.
Also, if you do not auto attach your ground units to the closest HQ and if your ground units are way out of range of their original HQ will they automatically attach to the nearest HQ?
I did also try starting turn 1 in another game with just attacking Russian Air Bases rather than saving them for ground support and yes it does work a lot better. Also a lot less Russian A/C ground suporting their own units when you are attacking them quite obviously!! lol Thanks for the advice.
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Mynok
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RE: Army attachements to HQ

Post by Mynok »


If you are moving a div, you do not have to move into a hex to convert it to your control. You convert all six surrounding hexes, provided they are not in the ZOC of an enemy combat unit. Converting hexes destroy rail lines. That's as simply as I can put it.
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findmeifyoucan
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RE: Army attachements to HQ

Post by findmeifyoucan »

Thank you, Mynok was saying otherwise. I just wanted to confirm that Mynok is wrong. lol :-))Image
So Zones of control do destroy rail lines. Glad we got that settled!!
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RE: Army attachements to HQ

Post by findmeifyoucan »

So why did you say earlier that zones of control do not destroy rail lines huh? Lol
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RE: Army attachements to HQ

Post by CheerfullyInsane »

Nope, red rail means it is unusable to you (e.g. different gauge).
Doesn't necessarily mean it's damaged. As Mynok pointed out, ZOC alone will deny the use to the enemy, but won't destroy it.

Units do not auto-attach to the nearest HQ.
Less of a problem for the Germans as long as you remember to think in terms of armies/corps instead of sending units hither and yon.
It's a right bastard for the Russian player, trying to get something resembling a sorted line that also happens to be in command-range of their respective HQs.
Short version would be to pay attention to the unit-highlights, ensuring you keep the commands together as far as possible. If you go around shifting units from Corps to Corps every turn, you'll run out of APs very quickly.
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CheerfullyInsane
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RE: Army attachements to HQ

Post by CheerfullyInsane »

Man, agreeing with someone and then get proven wrong before I've ended typing the message.....
That's gotta be some kind of record..... [:D]

Oh well, live and learn.....
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Mynok
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RE: Army attachements to HQ

Post by Mynok »

ORIGINAL: findmeifyoucan

So why did you say earlier that zones of control do not destroy rail lines huh? Lol

CHANGING CONTROL destroys rail lines. Do you freaking understand the difference? ZOCs do NOT destroy rail lines.
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findmeifyoucan
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RE: Army attachements to HQ

Post by findmeifyoucan »

Geting a little testy aren't we? lol
Actually I only intend to change unit's attachements to HQ's on the first turn to maximize usage of my armor and then after that I will settle down and keep everything together.
findmeifyoucan
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RE: Army attachements to HQ

Post by findmeifyoucan »

On the destroyed rail line subject I am actually not wrong. Because if rail lines are destroyed by ownership of territory and zones of control is responsable for transfer of ownership of territory from enemy to friendly then in actual fact zones of control does destroy rail lines. lol

Other question, when conducting recon with air craft is the recon just done on the single hex targeted or is there a radius of hexes it covers from the originating hex targeted?

What does everyone else do when trying to figure out where the Russian army is after the first couple of turns? Air recon or do you just send out armored scouts till you run into something?
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Mynok
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RE: Army attachements to HQ

Post by Mynok »


Recon, recon, recon, recon......I recon extensively every turn, plus during the turn if I move adjacent to previously uncontacted Soviets so their detection level goes to 10.

Recon can add to the detection levels of units it flies over.
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findmeifyoucan
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RE: Army attachements to HQ

Post by findmeifyoucan »

If you move your air base HQ can you still use your aircraft or do you have to wait till the next turn?
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