HQ overpowered

The development team behind the award-winning games Decisive Campaigns: From Warsaw To Paris and Advanced Tactics is back with a new and improved game engine that focuses on the decisive year and theater of World War II! Decisive Campaigns: Case Blue simulates the German drive to Stalingrad and into the Caucasus of the summer of 1942, as well as its May preludes (2nd Kharkov offensive, Operation Trappenjagd) and also the Soviet winter counter-offensive (Operation Uranus) that ended with the encirclement of 6th Army in Stalingrad and the destruction of the axis minor armies. With many improvements including the PBEM++ system, this is a release to watch for wargamers!

Moderator: Vic

olivier34
Posts: 1031
Joined: Mon May 10, 2010 10:48 am
Location: montpellier

RE: HQ overpowered

Post by olivier34 »

I have played a lot DC1 and now this game and I never thought to use my HQs in a "combat" offensive role [X(]. But I have often realise that HQs were quiet hard to destroy. I think that they should not be abble to attack. Maybe they could lose command points if they are near an ennemy unit and they should retreat easily when under attack.
User avatar
Redmarkus5
Posts: 4454
Joined: Sat Dec 01, 2007 1:59 pm
Location: 0.00

RE: HQ overpowered

Post by Redmarkus5 »

Should be easy to create a new SFT called Rear Area Troops and give it a reasonable defense setting but zero attack points, then assign these to the HQ TOE...?
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
ComradeP
Posts: 6992
Joined: Thu Sep 17, 2009 3:11 pm

RE: HQ overpowered

Post by ComradeP »

I'm currently running a test where HQ's don't have infantry attached to them. It works well thus far.

One thing that shouldn't be overlooked is that experience is averaged, instead of being counted per element, so if a HQ attracts infantry replacements, its experience goes down and thus its command bonus, even though neither the staff nor commander were changed.
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
User avatar
Blind Sniper
Posts: 862
Joined: Sat Aug 09, 2008 4:19 pm
Location: Turin, Italy

RE: HQ overpowered

Post by Blind Sniper »

Good to know, better stop any replacements requirement then.
WitP-AE - WitE - CWII - BASPM - BaB

[center]Image[/center]
User avatar
Vic
Posts: 9967
Joined: Mon May 17, 2004 2:17 pm
Contact:

RE: HQ overpowered

Post by Vic »

ORIGINAL: ComradeP
One thing that shouldn't be overlooked is that experience is averaged, instead of being counted per element, so if a HQ attracts infantry replacements, its experience goes down and thus its command bonus, even though neither the staff nor commander were changed.

Are you really sure? this is not intended behaviour.
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
ComradeP
Posts: 6992
Joined: Thu Sep 17, 2009 3:11 pm

RE: HQ overpowered

Post by ComradeP »

All HQ's that pulled replacements for themselves during my 1st Panzer Army campaign suffered a drop in experience levels and command bonus.

The system seems to see only 1 experience level for the entire unit, and substracts a couple of points from it when replacements are added just like with any other unit. You can lose part of the effect of a Personnel card again the next turn that way.

1st Panzer Army HQ in particular suffered significant drops in experience and thus in command bonus.
SSG tester
WitE Alpha tester
Panzer Corps Beta tester
Unity of Command scenario designer
Post Reply

Return to “Decisive Campaigns: Case Blue”