HQs, staff, etc

Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.

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jarmenia
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RE: HQs, staff, etc

Post by jarmenia »

How does the air force play into all of this.  Do you guys use separate HQs in each city that have aircraft based or do you just attach the air force to the HQs at the front?
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Zaratoughda
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RE: HQs, staff, etc

Post by Zaratoughda »

Hmmm.... nothing like getting off-topic but...

In the random games aircraft must be in units in cities or engineer built airbases to be used. So, if new aircraft come into HQ that are in cities to start with (or adjacent to cities and you move them into the city), the aircraft can be used (for a recon mission, air attack, etc) on the turn they come in. After that (or if the HQ they come into are not in a city) you must create a new unit and transfer the aircraft into that unit for them to be used... this takes all their AP so you will be able to start using them on the next turn.

If you want aircraft to intercept enemy air you must increase the 'intercept' level, with the most you can increase it to being 75%. This is on the right hand side of the unit screen.

Otherwise, using aircraft for air strikes (dive bombers are quite effective against enemy armor) or recon missions or other air missions, you use the buttons on the main button part of the screen and it is pretty intuitive.

In one scenario I built paratroops and air transports and dropped them using the paradrop button.... but then could not figure out how to air transport non-paratroop units. Finally came to understand that the proceedure is the same as for paradrop except the game will only allow you to transport them to friendly cities or airports.

Z
jarmenia
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RE: HQs, staff, etc

Post by jarmenia »

ORIGINAL: Zaratoughda

Hmmm.... nothing like getting off-topic but...

In the random games aircraft must be in units in cities or engineer built airbases to be used. So, if new aircraft come into HQ that are in cities to start with (or adjacent to cities and you move them into the city), the aircraft can be used (for a recon mission, air attack, etc) on the turn they come in. After that (or if the HQ they come into are not in a city) you must create a new unit and transfer the aircraft into that unit for them to be used... this takes all their AP so you will be able to start using them on the next turn.

If you want aircraft to intercept enemy air you must increase the 'intercept' level, with the most you can increase it to being 75%. This is on the right hand side of the unit screen.

Otherwise, using aircraft for air strikes (dive bombers are quite effective against enemy armor) or recon missions or other air missions, you use the buttons on the main button part of the screen and it is pretty intuitive.

In one scenario I built paratroops and air transports and dropped them using the paradrop button.... but then could not figure out how to air transport non-paratroop units. Finally came to understand that the proceedure is the same as for paradrop except the game will only allow you to transport them to friendly cities or airports.

Z

Ok, so would you recommend one HQ per airbase (be it an airbase or city) that you want aircraft in or would you recommend a group of nearby airbases report to one central HQ?
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Twotribes
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RE: HQs, staff, etc

Post by Twotribes »

Aircraft get no benefit from Staff at all. Put them in what ever headquarter is in no danger of being destroyed and can supply them. Most of my air craft remain with the Supreme Headquarters or the High level Headquarters for the region. Same with naval forces by the way.
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jarmenia
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RE: HQs, staff, etc

Post by jarmenia »

ORIGINAL: Twotribes

Aircraft get no benefit from Staff at all. Put them in what ever headquarter is in no danger of being destroyed and can supply them. Most of my air craft remain with the Supreme Headquarters or the High level Headquarters for the region. Same with naval forces by the way.

Ok, that's the answer I was looking for.

Thanks
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RE: HQs, staff, etc

Post by sabre1 »

ORIGINAL: Joshuatree

Besides that, for most casual gamers the "supply thing" is tough enough to master... 


Yeah, I'm reading through all this stuff you guys post, and I still don't get it.

Lousy manual doesn't exactly add to getting it either. There I feel better now.
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sabre1
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RE: HQs, staff, etc

Post by sabre1 »

So let me wrap my pea brain around this...
 
You have a Supreme HQ.  You only send supply to the Supreme HQ.  You create frontline HQ's, and all the cities/towns produce soldiers, tanks, motars, artillery etc...and send that stuff to frontline HQ's.  You max out staff in your frontline HQ's?  Your Supreme HQ, needs to have a bunch of trucks in order to move out supply (beans and bullets)?  Do your frontline HQ's need lots of trucks also?
 
What the heck are you talking about increasing readiness by fighting your troops in the HQ?  Do you actually use your HQ in battle? 
 
This whole system seems like a needless clickfest to me, but I guess this is the beauty of the game.
 
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jarmenia
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RE: HQs, staff, etc

Post by jarmenia »

ORIGINAL: sabre1

So let me wrap my pea brain around this...

You have a Supreme HQ.  You only send supply to the Supreme HQ.  You create frontline HQ's, and all the cities/towns produce soldiers, tanks, motars, artillery etc...and send that stuff to frontline HQ's.  You max out staff in your frontline HQ's?  Your Supreme HQ, needs to have a bunch of trucks in order to move out supply (beans and bullets)?  Do your frontline HQ's need lots of trucks also?

What the heck are you talking about increasing readiness by fighting your troops in the HQ?  Do you actually use your HQ in battle? 

This whole system seems like a needless clickfest to me, but I guess this is the beauty of the game.

If JD is reading this, tell him he was right, and sorry you can tell I'm a noob feeling just a little frustrated. 

Moving supply is free so I don't think you needs truck in your Supreme HQ. You don't need many truck in the front line HQ if you are keeping them within 3 hexes of the units they are supplying as you essentially get those transfers for "free".

That's how I understand it. I could be wrong though.

Edit: I think the only reason to have trucks in your front line HQ would be for mobilization.
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RE: HQs, staff, etc

Post by Grymme »

Sabre1: Maybe it should be pointed out that the main gheist of this thread is A) Zarathoughda wants to change (or make change possible) of some of the rules in the game, and B) A discussion regarding some strategic issues in the game. Sometimes it gets complicated by mixing the issues. Its also complicated by the fact that some people that dont know the game very well still like to give advice on it.
 
So IMO if you are new to the game you dont have to follow/understand what people are writing in this thread at all to learn how to play the game. What i think you should read is the "Newbies guide to using Supply" (or named something similar) that is stickied in the forum. This thread pretty much says all regarding supply.
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Barthheart
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RE: HQs, staff, etc

Post by Barthheart »

It can be a little confusing... especially when lots of people tell you different way to do the same thing. But that's part of the draw to this game, there are lots of ways to do things and still do well.

For me I do the following:

All supplies go to the Supreme HQ. THis HQ has only a few staff as it does not directly control units... except maybe air or naval. It has lots of trucks, and/or trains if available, to move supplies manually if required. Supplies will flow from this HQ automatically to lower HQ's that are within 250 action points (AP) range. Supplies use 1 AP on roads and more on other terrain. After a certain distance, I think it's 150 AP, only 75% of the supplies reach the lower HQ and this drops off the farther you go out. No amount of tracks or trains will help this.

That's why I then have Front HQ's (my name). These help extend the supply chain. They get supplies from the Supreme HQ and then send them on to their lower units and HQ's. Gives you another 250 AP reach for your supplies. These HQ's also get all the production, ie new rifles, tanks, etc. So they need lots of trucks and trains to move the reinforcements to the front as needed.

Then there's the Combat HQ's (my name). These have lots of staff to give the combat units lots of support. They have lots of trucks to be highly mobile and transfer reinforcements recieved from the Front HQ to the combat units that need them. I try to plan a turn ahead so that incoming reinforcements can sit the in the Combat HQ for a turn to regain some readiness. You can also build new units near the Combat HQ with the reinforcements. This allows the new unit to regain readiness and if not used will train up their experience points (XP) fast, then send them into the fray.

This is only one way of doing things. YMMV. And only one aspect of the game.

Take your time and read everything and keep asking questions and play lots. You'll catch on quick.

Most of all have fun.

Hope that helps a little.
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RE: HQs, staff, etc

Post by Twotribes »

I do similar though I send troops and equipment to my Supreme Headquarters till it is to far out of the loop. Which on smaller maps doesn't happen a lot.

You do not need trucks to auto move supplies nor do you need cargo ships to auto move supplies or production. You do need these things if you plan to transfer supplies or men and equipment any where from a headquarters past about 3 hexes. Ohh and the 3 hexes won't work over water either.

Further trucks, horses and half tracks besides allowing transfer manually of supplies and men and equipment, give the Headquarters the ability to strategically move units but at a steep price in readiness. Same with cargo ships and water.

And I know well how to play this game. I seriously advice you not to do ground attacks with your headquarters unless absolutely needed. Any unit over 100 stack points suffers a penalty to attack. If your headquarters is receiving reinforcements in any number it will be well over 100 stack points. Further you risk your Staff in such attacks.

Aircraft fly fine from headquarters so no problem using them on turn of arrival. Once they have no AP the only way you are going to move them very far from the Headquarters is to have trucks, horses and half tracks for strategic movement.
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RE: HQs, staff, etc

Post by waltero »

Ah
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other than that, How was the play?
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waltero
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RE: HQs, staff, etc

Post by waltero »

More...I need more info.
Why not put city production on subordinate HQ?
 
I do remember a game where I created a HQ in a city that was surrounded. It held out for six turns.
 
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other than that, How was the play?
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RE: HQs, staff, etc

Post by Jeffrey H. »

ORIGINAL: waltero

I do remember a game where I created a HQ in a city that was surrounded. It held out for six turns.

This is what the AI does. Honestly, it's not effective in doing anything other than dragging out defeat a few more turns.

If however the two opponents are equally matched in production, it can be somewhat effective since it's very unlikely that you can outproduce your opponent. Especially if the AI is on the + or ++ setting, then you really have a problem trying to grind it down.
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