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HQ question

Posted: Sun Jul 29, 2007 4:41 am
by randell765
Do you need an HQ to move units? Or only to attack? Could you move your units by rail w/ an hq? Or units(other than calvary) accross your own territory w/o needing an hq?

Also, what is the max stack for 1 hex?

And lastly(lot of questions, phew) are territories marked to let you know if they are mountains, etc. Does it give you the defensive rating of woods? mountains?

Forgot to ask, If you have a hex of 5 stacks, when the HQ is activated, I know it includes top stacks, does it include bottom as well?

RE: HQ question

Posted: Sun Jul 29, 2007 4:55 am
by sol_invictus
You can move Corps without an HQ Activation into hexes you already control. A Cavalry Corps can advance into enemy territory without an HQ Activation, if it is stacked with an Infantry Corps.

You can perform Strategic Movement by Rail without an HQ Activation.

Stacking limits depend on the terrain of the hex. Ranges from 14-7. An Infantry Corps counts as 3, Cavalry 2, and Artillery/HQ 1.

Hexes are marked with the terrain in the hex. Defensive ratings are a bit under the hood, but terrain does provide defensive bonuses.

I am not sure what you mean. An Activated HQ activates all Corps within its hex and all surrounding hexes.


RE: HQ question

Posted: Sun Jul 29, 2007 5:26 am
by randell765
Once again ty.
 
Does damaged artillary do the same damage as undamaged artillary?
 
 

RE: HQ question

Posted: Sun Jul 29, 2007 5:49 am
by flintlock
No, I don't believe it's as effective as undamaged artillery. Keep in mind that if the hex containing the damaged artillery takes a counter barrage, you risk losing it.