RE: Corps HQs
Posted: Fri Aug 30, 2019 4:13 pm
What Steve proposed is not what you suggest. He argues using them proactively. In other words, intentionally moving them into a hex to act as a rear guard. Moving out any units there. Then moving out the HQ unit. Whether or not the game allows it is not the argument. Whether or not proactively moving the HQ staff into a position to hold back an enemy is based on common practice is the question. Eisenhower never did this. But as it stands there is nothing keeping you from moving the Allied Command next to Panzer Lehr to hold them back so Capn Ron can get his guys out of there unharmed. Heck I've done it myself. I think Ike had a suit with a cape and a big S on the front.
The game allows a platoon sized unit to have the same ZOC effect as a corps sized unit regardless the scale. Do you think that's realistic? The game allows lots of stuff. And some people will use whatever gamey methods at their disposal to do as they wish because the game allows it. So, it's a matter of personal preference. Do you want to play anything goes or do you want to play with your feet grounded in some sort of real world abilities? I say let the players decide what kind of scenario they want to play. One that allows anything or one that attempts to simulate the real world. It starts with the scenario designers. I say give them all the tools humanly possible to do with as they will. Then let the players decide if they want to play the scenario based on what they want to see. This has always been my stand and always will be.
The game allows a platoon sized unit to have the same ZOC effect as a corps sized unit regardless the scale. Do you think that's realistic? The game allows lots of stuff. And some people will use whatever gamey methods at their disposal to do as they wish because the game allows it. So, it's a matter of personal preference. Do you want to play anything goes or do you want to play with your feet grounded in some sort of real world abilities? I say let the players decide what kind of scenario they want to play. One that allows anything or one that attempts to simulate the real world. It starts with the scenario designers. I say give them all the tools humanly possible to do with as they will. Then let the players decide if they want to play the scenario based on what they want to see. This has always been my stand and always will be.