No criticism of the player who's currently doing this against me very effectively (
Particularly evil when combined with strat bombing of the resource that the HQ was next to - you can end up with a whole section of the Eastern Front out of supply.
Moderators: MOD_Strategic_Command_3, Fury Software
ORIGINAL: Scottydawg
YES...I am the evil one here (while flattered, I'm not exactly proud of it). I figured this little "gem" of a tactic out in part by example from getting creamed by some of my early opponents [especially "the One whose name we do not mention..." [&o]]; the rest I devilishly worked out on my own. This tactic is EXTREMELY effective particularly in Russia where the towns and cities might be several hexes away from each other--I do have my favorites.
Seriously though, this is somewhat of a "gamey" tactic and highly unrealistic as stated. The only remedy as I see would be to enact the following:
*Allow HQs to draw supply from ADJACENT sources (just like ports currently...)
*Do not allow HQs to be destroyed by airpower--how about knocking them down to a maximum low strength of 1...or 3?
*And, perhaps much of the "airpower omnipotence" could be alleviated if there was a mechanism in place by which the air attack might be thwarted altogether following extreme AA or even an elite status fighter...this would be especially realistic where unescorted bombers are concerned.

ORIGINAL: El_Condoro
One of my recent opponents suggested a house rule to allow only one air attack against an HQ each turn. While this kind of makes sense, it was difficult to remember (I forgot and took out one of his HQs) and it can lead to HQs not being given sufficient protection. They can be placed in full view and are effectively immune to a significant (air) attack. Another solution is to increase the Anti-Aircraft value of HQs so that they are not such easy kills from the air.
ORIGINAL: Will952
Perhaps HQs could be allowed to purchase higher AA ratings? Currently capped at 2 but could make it 5.
ORIGINAL: Sugar
Why change game basics when there`s a simple solution: air superiority?
As the supply rules are far too complicated anyway, time to change them back where they were before those major changes.
That wouldn`t prevent attacking HQs, but it would be far more difficult and the result wouldn`t be as drastic.
The changing of the supply rules turned out to be the worst design decision so far, and since then needed constant adjusting. Time to get rid of it, or relate them to interstates and railways, not towns or cities.
I'm not exactly sure which changes to the system make this a bigger deal than it was - so far as I can tell, this method will always have worked as HQs have always been expensive, important units that increased supply levels nearby?
ORIGINAL: Sugar
I'm not exactly sure which changes to the system make this a bigger deal than it was - so far as I can tell, this method will always have worked as HQs have always been expensive, important units that increased supply levels nearby?
In the predecessor an HQ needed 1 supply to provide 8, allowing the player to place them in favorable positions not obvious to the enemy. It`s nearly impossible for strat. bombers to reduce supply lvls in this case, a role those Sterlings and Lancasters weren`t meant for anyway.
I don`t agree HQs should be indistructable btw, make your opponent pay dearly for the destruction, that`s how this game works.
ORIGINAL: Sugar
We`re talking about 2 different situations here: for the defending Russians supply in their own country isn`t an issue at all and therefore the placement and potential attacks on HQs, because the combat units can be supplied through ressources, allowing the HQ to be placed just in range to link the units (and probably even out of range of air attacks) - no adjustment or houserule required (even the destruction of their HQ wouldn`t change the supply for the front line units when placed this way).