"When a unit is made an Assault HQ its Command Point
Capacity is multiplied by 5 and divided by 3 and this new
value is shown on the HQ unit bar (6.5.6).
The command capacity of all attached HQs is increased
by 4/3 (so, for example, if the standard value is 9 this will
be increased to 12)." Manual
In another thread Yogol posted about his use of Assault HQ's:
Personally, I reorganise the entire German Army in turn 1 and 2: all units are removed from the 9th, 16th and 17th army and distributed over the assault armies. I use the HQ of those three to create super depots.
I put 4 corps in each army (with only 3 units in non-assault armies, so they can all break down into brigades to create a front): 4th panzer & 18th in the north, 2nd panzer, 3rd panzer & 4th in the centre and 1st panzer, 2nd & 6th in the south. The 2nd is also set to assault.
This leaves me with 7 bad corps HQs (I, VI, XIV,...) without any fighting units in them. I put those HQs in the 17 army with only a single RAD unit attached to them, so I can micro-manage where they will repair each turn.
That way, I only have to replace two bad German corps HQs, the only two bad ones that have fighting units under them.
.
The Anton group is a mess, with only two good corps in the 11th army (XI and LIV) where I place 4 German units in each and all the SUs. The rest, sorry to say, just isn't up to the task.
I personally think the CC increase is a bit to big. And I find creating BIGGER Assault HQ's, to be an easy fix, opposed to really shaking up the entire command ladder.
What do you think?