Headquarters

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rmonical
Posts: 2474
Joined: Fri Apr 01, 2011 8:05 pm
Location: United States

RE: Headquarters

Post by rmonical »

ORIGINAL: morvael

With the new patch there is a penalty when you attach units to a "too high" HQ.

If the direct HQ of a non-HQ unit is an Army HQ then +2 is added to roll range (so a Random(10)<leader's skill becomes Random(12)<leader's skill).
If the direct HQ of a non-HQ unit is an Army Group/Front/MD HQ then +4 is added.
If the direct HQ of a non-HQ unit is a High Command HQ then +6 is added.

Exceptions:
There is no penalty for being attached to Soviet Army HQ starting on or after July 1st 1941.
There is no penalty to morale and admin rolls for support/construction units.
There is no penalty for HQ units (including airbases and FBD/NKPS units).
There is no penalty for AI units.

So you need to keep those Soviet Corps HQ for the first two turns, in June 1941. Also, it wouldn't be wise to disband German Corps HQs late in the war.
There are now 156 Soviet leaders who as Army commander directly commanding infantry divisions are as effective as Guderian. 14 are as effective as armor commanders and one is more effective. Three have the same or better initiative (Zhukov's is higher). This is particularly important for reserve activation.

This is an artifact. I already believe Soviet command and control is unrealistically good in 1941.

IIRC, leader bonuses in WITW are not so wild, so this may not be such an issue in WITE2.
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Flaviusx
Posts: 7732
Joined: Wed Sep 09, 2009 3:55 pm
Location: Southern California

RE: Headquarters

Post by Flaviusx »

The problem is the game's rating of Soviet generals is too static and gives us a mere average of their abilities over time, which overstates them early on, and understates them in the late game. There's a whole slew of Soviet generals who really are underrated in game terms if you looks at their performances from 43 on. They just look good from a 1941 perspective. (I mean, Vasilievsky, seriously? All the tank army commanders aside from Rostmistrov. The Rokossovsky of 1944 is surely better than a 5-7, etc.) There's only a couple of Soviet commanders imo who are objectively too good in any time period (Rotmistrov and Sokolovsky.)

You'd have lift the present improvement caps, knock down the ratings early on, and make leadership improvements a bit more common than presently possible here. So, for example, the 1941 Rokossovksy starts off as a 5ish leader but has the potential to become an 8 pointer in most categories over time. You could even make different caps for different generals: so a dipshit like Kulik isn't ever going to be very good no matter what.
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BrianG
Posts: 4798
Joined: Mon Mar 05, 2012 11:52 pm

RE: Headquarters

Post by BrianG »

sorry but sort of off topic.

But one should be able to see what leaders are heading enemy HQ's/ At least, after a while( ? turns) this command( and changes) should be divulged by normal Intel. If it takes a few turns to find out, that's fine,

It seems this was normal intel of who was running what enemy formations.

Why is it totally lacking in WitW?
rmonical
Posts: 2474
Joined: Fri Apr 01, 2011 8:05 pm
Location: United States

RE: Headquarters

Post by rmonical »

You'd have lift the present improvement caps, knock down the ratings early on, and make leadership improvements a bit more common than presently possible here. So, for example, the 1941 Rokossovksy starts off as a 5ish leader but has the potential to become an 8 pointer in most categories over time. You could even make different caps for different generals: so a dipshit like Kulik isn't ever going to be very good no matter what.

+1
swkuh
Posts: 1034
Joined: Sun Oct 04, 2009 9:10 pm

RE: Headquarters

Post by swkuh »

2nd the idea of making opponent's leaders known at higher levels (at least) when contact is made. Not sure about other tinkering with leadership ratings & their improvement with experience.
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