Assault HQ rules coming in a future version

A complete overhaul and re-development of Gary Grigsby's War in the East, with a focus on improvements to historical accuracy, realism, user interface and AI.

Moderator: Joel Billings

metaphore
Posts: 238
Joined: Sat Sep 04, 2021 3:34 am

RE: Assault HQ rules coming in a future version

Post by metaphore »

ORIGINAL: Joel Billings

That said, here are the new rules:


o The command point multipliers for HQs in Assault HQs are now:
Date Axis Army Axis Corps // Soviet Front Soviet Army&Corps
1941 1.34 1.17 // no bonus no bonus
1942 1.34 1.17 // 1.10 1.10
1943 1.34 1.17 // 1.34 1.25
1944 1.34 1.17 // 1.67 1.34
1945 1.34 1.17 // 1.67 1.34

o Limits on maximum number of Assault HQs are now:
Date Axis Soviet
1941 4 2
1942 3 2
1943 3 3
1944 2 4
1945 2 4

Why did we make these changes? Basically we bought into the idea that the Soviet army was not in a position to use larger formations very early, and it was only as time went on they were able to successfully employ much larger fronts. Note, in late 42 the Western Front was massively overloaded. That didn't go so well for the Soviets. We also agreed that the German AHQs didn't need as much of a Command Point boost as we had given them. We still wanted them to be able to form AHQ's as large as Guderian's without penalty. We also agreed that the max number of AHQs could stand to be reduced some.

Hi Joel,

I'm (just a little bit) disapointed that you guys didn't think about adjusting the Command Range (in Hex) of Corps/Army HQs to reflect the difference between the highly centralized Soviet Command Chain and the German decentralized one, particularly in their mobile Forces. It's also a bit odd that a German Infantry Korps would have/need the same Command Range than a Motorized Korps when the later could really use (in game) a few more hexes to control its subordinate during an exploitation post breaktrough.

The Soviet Assault Army or Tank-Mech Army could also have a different range, etc.
Just a though passing by :)
MarkShot
Posts: 7552
Joined: Sat Mar 29, 2003 6:04 am

RE: Assault HQ rules coming in a future version

Post by MarkShot »

ORIGINAL: HardLuckYetAgain

****NOTE I am not using Super Depots

What are those?

Thanks.
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
metaphore
Posts: 238
Joined: Sat Sep 04, 2021 3:34 am

RE: Assault HQ rules coming in a future version

Post by metaphore »

ORIGINAL: MarkShot

ORIGINAL: HardLuckYetAgain

****NOTE I am not using Super Depots

What are those?

Thanks.
Depot + FBD unit (rail) having not moved this turn. You can add a couple of high level HQs on top in order to increase their handling capacity and this will suck a lot of freight (filling up in few turns).
MarkShot
Posts: 7552
Joined: Sat Mar 29, 2003 6:04 am

RE: Assault HQ rules coming in a future version

Post by MarkShot »

I knew about that but did not know it had a community name. I thought maybe I missed some important mod.

Thanks.
2021 - Resigned in writing as a 20+ year Matrix Beta and never looked back ...
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