HQ Buildup?

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Tollwut
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Joined: Tue Nov 29, 2016 2:57 pm

HQ Buildup?

Post by Tollwut »

Hi folks,
one more question if I may.

What effect does HQ buildup have exactly? And when can I do it? What conditions must be met?

Also how do headquarters effect individual units' supplies?

Many thanks.
"I'll show you where Iron Crosses bloom..." (Steiner)
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STEF78
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RE: HQ Buildup?

Post by STEF78 »

A lot has been written on HQBU.

Basicly, you cannot win against an average or above russian player without it.

It allows an HQ and his subordonates to get plenty of supply, fuel.... while losing a turn.

With a good chaining it's a killing weapon against red army.
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charlie0311
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RE: HQ Buildup?

Post by charlie0311 »

Stef, the BOLD, speaks a' the mighty HQBU.

No, don't lose a turn, yes, must spend some MP's, that's all. And some AP's.

Instructions to follow, you should practice v ai. Never get it right trying to "wing it" in pvp games. Right fella's, huh?
charlie0311
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RE: HQ Buildup?

Post by charlie0311 »

Preparing files...
charlie0311
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RE: HQ Buildup?

Post by charlie0311 »

ok, all done..

Send me your email and I'll send file to practice with.
Nix77
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RE: HQ Buildup?

Post by Nix77 »

You don't necessarily lose a turn if you do the buildup on a turn when your panzers are running out of steam already, ie. they'll benefit from the rest, don't have that many MPs to begin with and need to save fuel anyway.

Panzers with low MPs still get 100% buildup bonus if they just won't move. HQ needs to be within 20 hexes from railhead and needs something like 8 MPs to do the buildup. Moving the HQ doesn't affect the buildup, moving the units participating reduces their individual buildup bonus proportionally.

After the buildup is done, all units & the HQ get their MPs reduced to 0.
charlie0311
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RE: HQ Buildup?

Post by charlie0311 »

About 8 MP's?? And ?? again, not intending to start another war.

MP cost is terrain and weather dependent, and are the hexes friendly or just semi-friendly (newly captured). 8 is best case, summer and clear terrain.

Maybe we can finally get a definitive description, and easy to use, of this hqbu "mess", "mess" is my opinion, so sorry.

ps, the super biggies can get, (seems so), 45+ MPs for two turns in a row!!!, from each hqbu. Remains to be seen, ie with game files as proof.
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morvael
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RE: HQ Buildup?

Post by morvael »

In ideal conditions full HQBU should grant fuel for two turns.
charlie0311
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RE: HQ Buildup?

Post by charlie0311 »

If I may be so bold, these ideal conditions would be?

In the meantime I will guess and test as time and inclination permit.
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morvael
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RE: HQ Buildup?

Post by morvael »

Units able to receive 100% of requested supplies (remember that there is Axis/Soviet Rail Modifier which depends on your east-west advance) and fully stationary on the turn of making the HQBU.
charlie0311
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RE: HQ Buildup?

Post by charlie0311 »

M, will send you files later today, and try to be well organized and etc. So far three items.
charlie0311
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RE: HQ Buildup?

Post by charlie0311 »

M what or where, is this rail modifier, I better check.
Nix77
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RE: HQ Buildup?

Post by Nix77 »

ORIGINAL: Nix77

You don't necessarily lose a turn if you do the buildup on a turn when your panzers are running out of steam already, ie. they'll benefit from the rest, don't have that many MPs to begin with and need to save fuel anyway.

Panzers with low MPs still get 100% buildup bonus if they just won't move. HQ needs to be within 20 hexes from railhead and needs something like 8 MPs to do the buildup. Moving the HQ doesn't affect the buildup, moving the units participating reduces their individual buildup bonus proportionally.

After the buildup is done, all units & the HQ get their MPs reduced to 0.

Ok don't know where I got that "8 MPs" requirement... ALL units participating to the buildup need to have at least 25% MPs left. So for the HQ itself, that means 13 MPs (since they always have 50MPs at the start of the turn).
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morvael
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RE: HQ Buildup?

Post by morvael »

Changes to HQ BuildUp system:
1.08.00
92. HQ build up was changed to become part of the normal supply system, instead of being a separate entity. It caused many problems in the past (like units on build up losing morale due to being counted as unsupplied or missing supply details) and was quite overpowered in that the supplies were drawn from any owned city that had them, even if it was 1000 miles away from the unit or in that only the HQ had to be stationary, while the units did not (which led to some gamey tactics of changing HQ attachment for build up). The new build up rules work in the following way: any normal HQ (not air HQ, airbase or construction unit) is able to initiate build up, if it has some movement points left and is within 25 hexes from the rail grid. The cost to be paid in AP depends on the number of men in units doing build up and distance to railhead. There is no immediate cost to be paid in damaged vehicles. If the cost is paid, the HQ (with all support units attached to that HQ) and all non-static combat units (with all support units attached to them) attached directly to that HQ, in range of 5 hexes, and having some movement points left, start building up. The percentage of movement left is recorded as their build up bonus, and then their movement points are reduced to 0. Support units inherit the build up bonus of their parent unit. During supply phase those units are eligible to replenish their stocks over the usual 100% by 25% plus the amount of their build up bonus multiplied by 0.75 (rounding up). The supply procedure remains the same as for all other units and is subject to the same costs, restrictions and penalties with the exception that costs in vehicles and fuel are doubled and the penalties (range to rail, MP to rail, Axis rail modifier, global vehicle shortage and unit vehicle shortage) are halved. It's important to remember that the HQ must be in range to the rail grid (at most 25 hexes and 100 MP away), otherwise the resupply process will fail. For example: when one unit had 20 MP left (out of 50) and the other had 50 MP left (out of 50) at the moment of initiating the build up procedure, the first one will try to restock to 155% of normal levels, while the other to 200%. Current and previous build up bonuses are visible in the supply details window.
1.08.01
3. Added new restrictions to prevent the abuse of the HQ Buildup system: (1) overloaded HQs may not initiate HQBU, (2) HQs may not initiate HQBU on two consecutive turns, (3) units may not take part in HQBU on two consecutive turns, (4) HQs and units that took part in a HQBU during this or previous turn may not be reassigned to a new HQ.
1.08.02
6. Units doing a HQ BuildUp will not be exempt from MP reduction due to failed leader rolls, although the penalty will be halved (the multiplier will be 0.9, instead of 0.8). HQ BuildUp bonus to maximum supply levels reduced from 25+0.75*buildUp score to just buildUp score. Units will not return extra supplies for two turns after performing a HQ BuildUp, instead of just one turn. To participate in a HQ BuildUp, units and HQs must have at least 25% of their MP remaining.
1.08.05
32. HQ build up will not be allowed when more than 20 hexes or 80 MP from railhead.
33. It will be now possible to reassign units that performed a HQ build up on previous turn. They will be blocked from taking part in another HQ build up as before.
52. Units performing a HQ Build Up will not get reduction of failed leader roll penalty to movement points. Supply penalties applied to units performing a HQ Build Up will be proportional and 20% of the penalty will be rescinded only when doing a 100% build up (for example: a 75% multiplier becomes 83% multiplier when doing a 50% build up, previously it would be 88%).

After the reworked version was introduced in 1.08.00, there were only nerfs.
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EwaldvonKleist
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RE: HQ Buildup?

Post by EwaldvonKleist »

What exactly did you prepare charlie?
If you are talking about HQ build up practicing files, I would be interested in them too
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charlie0311
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RE: HQ Buildup?

Post by charlie0311 »

Hi,

I have GC as pvp, you do both sides, AGC mobile units are at t2 near Minsk. You may move them around and "practice" to see how the hqbu works. All the Ruskkies are out of the way.

I need your email or a PM to send the file.

ps, one guy has the file, haven't heard back yet.
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EwaldvonKleist
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RE: HQ Buildup?

Post by EwaldvonKleist »

PM sent
Tollwut
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RE: HQ Buildup?

Post by Tollwut »

Thanks for all the advice guys. Really appreciated.
I sent you a PM as well vis a vis the files and practicing HQ buildup etc.

Did you get it?

All the best,
Tollwut
"I'll show you where Iron Crosses bloom..." (Steiner)
charlie0311
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RE: HQ Buildup?

Post by charlie0311 »

Sent files to both, via Matrix system, maybe did not work because of large file size, will send my private email, I know that works.
Searry
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RE: HQ Buildup?

Post by Searry »

I would also like to know good instructions on this. I don't understand the system since the manual could use some examples at explaining these very complex features.
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