ORIGINAL: Alfred
ORIGINAL: Lowpe
Anybody know what Commander traits might be used to effect a battle 1 hex away from a HQc?
Leadership -- gain experience?
Inspiration -- morale?
Admin - disruption?
Aggression - AV?
Any idea, or is the HQc worthless except as a damage soak in off base hexes?
Why do you think LCUs jump the chain of command and rely on HQ leader?
Regarding those traits, read my comments in this thread.
https://www.matrixgames.com/forums/tm.a ... gue�
Alfred
I have that comment cut and pasted and have referenced it about 10 times in the last 3 weeks...[&o]
To answer your question, I don't think LCUs jump the chain of command and rely upon a HQ Leader, but I do have a working swag that a HQc in range can influence the ground combat unit in more ways than merely a possible 0-10% AV improvement if both are prepped for the same base.
I base my swag on a few things: one the post you link has a developer comment that HQs within range with high admin leaders can help units recover from disablements. Yes, it is not combat, but it is a ranged influence on units from a HQ.
And then there is another developer comment that there are over 100 inputs into deciding whether or not a ground combat report gets a positive or negative leadership tag on the combat report. This is weak admittedly, and refers to a label to boot.
One of my guiding principles in playing this game is to assume that the game is very deep. It seems reasonable to assume that a HQ in close contact with other units would impact it for good or worse in real life and hence I carry that assumption forward into the game.
Finally, there is my anecdotal observations of many ground combats, with and without an HQc within range in offbase hexes and in base hexes with minimal prep. I pointed out this recently in my Dorniers AAR in taking Rabaul.
As usual, I can be drawing all the wrong conclusions...