Newbie Questions.....GHQ, HQ's and Main Army?

This revised and updated turn-based grand strategy game from the team at AGEOD brings players back to World War I, including both the Eastern and Western fronts and over 4 campaigns and 10 scenarios. As either a member of the Central Powers, the Entente or a neutral nation, players will confront the epic gauntlet of military and political challenges that faced the likes of Kitchener, Joffre, Luddendorf, Clemenceau, Czar Nicholas II or Enver Pasha.
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Leeds
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Joined: Wed Mar 05, 2003 1:39 am

Newbie Questions.....GHQ, HQ's and Main Army?

Post by Leeds »

I am totally confused as to the definition of GHQ's, Main Armies and HQ's.

The rules state that you can only have 1 Main Army per side per front - with a capacity of 12 Corps.

Does this mean a max of 2 HQ's per front? (seems a little light for WW1)?

Does it mean that ONLY the Main Army can attack on each front on a specific turn?

Where then does the GHQ come in to play?

Only as relates to strategic reserves?

Thanks
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06 Maestro
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Joined: Tue Oct 11, 2005 10:50 pm
Location: Nevada, USA

RE: Newbie Questions.....GHQ, HQ's and Main Army?

Post by 06 Maestro »

For the benefit of those that do not frequent the Ageod site, here are the responses to those questions and more.

http://www.ageod-forum.com/showthread.p ... post163743
Banking establishments are more dangerous than standing armies.

Thomas Jefferson

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06 Maestro
Posts: 3997
Joined: Tue Oct 11, 2005 10:50 pm
Location: Nevada, USA

RE: Newbie Questions.....GHQ, HQ's and Main Army?

Post by 06 Maestro »

Regarding the GHQ; the main benefit seems to be that its reserves can assist any army within range. Those ranges differ depending on the front and whether the game is still in the movement doctrine or a trench doctrine. After trench doctrine begins on the western front an GHQ can provide its reserves at any distance-on the eastern front the range is 6.

GHQ's can also act as a relay (extension) of supply.

One other important capability of the GHQ is the increased possibility of a "reaction" of the assigned army during the opposing turn. This may be tied to the GHQ commanding general-not sure.

There are most likely some other abilities to the GHQ that I'm not aware of. I only focus on trying to keep it at a central location during the early part of the game (pre trenches) so it can assist (by providing reserves during battle). Another benefit to keeping it centrally located is that you might be able to take advantage of air recon missions by the air units assigned to it.

To get full use of it a good read of the manual would be in order. Being able to choose the best general and changing that command would no doubt be useful in making the best use of the GHQ, but I have never bothered with that yet.
Banking establishments are more dangerous than standing armies.

Thomas Jefferson

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