Hi all,
ORIGINAL: Flaviusx
I'm actually sympathetic to what Emir is saying here and think the system is poorly conceived.
There are good reasons from a player standpoint for wanting 0 priority HQs midchain. SUs in mid level formations don't really do you a whole lot of good (aside from construction assets, and that's a whole other mess we will leave aside for a different rant.)
If you are a German, you want your combat SUs in corps, and the Soviet wants them in his armies -- or possibly in STAVKA/OKH. The game forces you to disburse these assets along the entire chain of HQs between top and bottom.
Eventually players throw up their hands, lock HQs, and just do it manually, while trying to avoid the AP costs involved.
I extensively tested this during ALPHA/BETA in several rather large threads in Developer's subforum.
It was always clear from my tests and other tests that mid-chin HQs can't be "0"...
BTW, I played many many games vs Humans and vs. AI with this system (i.e. using Admin points to just build new Support Units" and other important stuff and leaving the distribution to automation)!
Leo "Apollo11"
Prior Preparation & Planning Prevents Pathetically Poor Performance!
A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE