2 HQ's a turn

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Occam
Posts: 5
Joined: Wed Jun 18, 2003 12:42 pm
Location: oz

2 HQ's a turn

Post by Occam »

Ahhh..
An important issue.

Pz Kps 57 starts turn at what?
2 Pz Div's, 2 mot div's,
a PZ bn a Stug Bn and 2 Art units.

The german wants this unit to be CV
200 .. Not CV 60.
He changes HQ's to [say] 9thArmyHQ
Sucks up 28 OP's then swaps back to 2nd PZ
Kps. HQ..
2nd PZ Has 3 FW190's and 4 Ju88 Air in situ.

In following 'structured' attack. Pz Kps 57
attacks on pulse 3 with full air support
of Pz Army 2. [Plus ..say Guderian as leader]

Cheating?

In the process of changing HQ's twice.
Is the player 'cheating'?

Maybe..and only 'maybe'
This process of attaining 'support'
for a corps level unit is well within
historcal 'possible' limmits.

To 'forbid' it. Seems harsh.
[say 2 changes a turn...???]


Occam
[the bloody 'revisionist']
loveman2
Posts: 451
Joined: Fri Feb 07, 2003 7:31 pm

changing hqs

Post by loveman2 »

looks like a mule to me :(
Occam
Posts: 5
Joined: Wed Jun 18, 2003 12:42 pm
Location: oz

Re: changing hqs

Post by Occam »

Originally posted by loveman1
looks like a mule to me :(


Loveman

Yes, exactly..the use of
mules.
House rules do not allow this and occam
agrees.
Realisticlly though.
All armies have some abillity to stockpile
POL and ammo to be fed into critical attacks
,,defence.
If Wir was table top you could have system
where each player writes down which HQ will get
extra supply say 2 turns ahead.
Then on that turn show message
"6th army may be drawn from"
System not so good for PBEM.

Also..secondary intention of this thread
was to 'lay down some credentials'
Occam is newbe to this forum.
NOT newbe to historical analysis or gaming.


Occam
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