Mortar HQ? Weapons HQ? Why bother?

3D version of Close Combat
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uneducated
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Mortar HQ? Weapons HQ? Why bother?

Post by uneducated »

Faced with the choice of two mortar squads and a mortar HQ, or three mortar squads, wouldn't the best choice always be to go with three mortar squads?

How much more efficient or accurate can the mortar HQ be? Also, how can the HQ ever gain experience/improve its ability to assist the mortar squads? All it ever does, ideally, is just be in proximity to a mortar squad that is firing, right?
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wolf14455
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RE: Mortar HQ? Weapons HQ? Why bother?

Post by wolf14455 »

If I understand the HQ rules is that it improve moral and I guess fighting efficiensy for troops in their circle. HQ names should in that case just be game flavor. So using more than 1-2 HQs in a 12 size unit is overkill I think.
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I was called Lill Sputnik (Little sputnik) as a baby in 58-59
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SteveMcClaire
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RE: Mortar HQ? Weapons HQ? Why bother?

Post by SteveMcClaire »

HQ units bolster the morale of nearby units but they don't make them more effective it terms of firing, which is based on experience.

The section HQs in the heavy weapons platoon are included for historical accuracy and to give the US infantry company one of its historical advantages -- more personnel in general and more non-commissioned officers like Sergeants and Corporals.

In terms of utility, platoon HQs are better as long as they haven't lost their officer. But if you've lost all the officers in your company and you want to field an HQ unit the sergeants in the section HQs may be the best you have.
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