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Using your Corps HQ's

Posted: Thu Oct 27, 2011 1:29 pm
by PaulWRoberts
I understand the following important considerations about Corps HQ:

-One must always keep the Corps HQ within 5 hexes of its combat units.
-After a Corps HQ has moved, it can no longer support (with SU) hasty attacks, and it can no longer build up.
-The Corps HQ is a "relay" of supplies to its combat units, so it needs to be placed with an eye to railheads and its higher HQ.
-And, of course, it must never be left alone in a hex that enemy units might reach.

Are there other important things to remember about Corps HQ? What rules of thumb do you use?

RE: Using your Corps HQ's

Posted: Thu Oct 27, 2011 2:00 pm
by karonagames
In non-urban terrain, a max of 6 support units can be added to a combat, so you probably want to keep 6 combat capable support units attached to an HQ plus a couple of construction battalions (will not join combat) to help with digging in.

Personally, I try to have 3 artillery, one flak(with 88mms), one pioneer and one PZJ/STG unit in each Infantry korps, and Nebelwerfers and Hvy panzer battalions in PZ korps.

RE: Using your Corps HQ's

Posted: Thu Oct 27, 2011 3:15 pm
by heliodorus04
If an HQ does not move, it draws more supplies (the same goes for combat units) on the next turn. I feel this bonus is too small, but it can be important.
If an HQ is within 10 hexes of the railhead, it draws a bit more supplies (it's often not a large bonus).
If an HQ is within 25 movement points of the railhead, it draws a bit more supplies (combines with above; also not a large bonus).

Since enemy units must retreat before they route (unless a retreat hex is physically not available), a routing unit can still displace an HQ (dumb, but it's in there).

RE: Using your Corps HQ's

Posted: Thu Oct 27, 2011 4:01 pm
by Mike13z50
The Germans have a bunch of SP flak companies and battalions that should be assigned to the panzer corps. Be careful with the SP infantry gun companies, they only have six Sig33's and there are no replacements.

I'm curious about what kind of SU others put in German Army and Army Group HQ. I try and have some flak and a couple of construction in army HQ and a dozen construction in AG HQ while advancing. Really helps with rail repair on off lines. Of course your ultimate repair bot is OKH put all spare construction troops there until the line solidifies.

RE: Using your Corps HQ's

Posted: Thu Oct 27, 2011 4:40 pm
by Q-Ball
ORIGINAL: Mike13z50

The Germans have a bunch of SP flak companies and battalions that should be assigned to the panzer corps. Be careful with the SP infantry gun companies, they only have six Sig33's and there are no replacements.

I'm curious about what kind of SU others put in German Army and Army Group HQ. I try and have some flak and a couple of construction in army HQ and a dozen construction in AG HQ while advancing. Really helps with rail repair on off lines. Of course your ultimate repair bot is OKH put all spare construction troops there until the line solidifies.

I wouldn't put the SP Flak Cos in Corps; they are weak, and can get committed to combat and chewed-up attached to Corps.

A good use for them is on Army and higher HQs. Or just disband them.

Mixed Flak is another story; I like to have some 88s in every Corps

There isn't much you can do about the SP Gun Cos. There will never be enough SP Guns if they are committed to combat. They aren't that great anyway, i pretty much let them burn out.