HQ's

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Dr. Foo
Posts: 666
Joined: Mon Aug 30, 2004 11:20 pm
Location: Honolulu, Hawaii

HQ's

Post by Dr. Foo »

What's the best practice on HQ's?

Should I keep them one or two hexes from the front providing supply and reorg points when needed?

Or, should I use them in attacks where I am fairly certain they will not be disorganized or worst case scenario...destroyed.

I've been playing conservative with them but their high attack strength makes them seem wasted if not added to an attack.
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Ur_Vile_WEdge
Posts: 585
Joined: Tue Jun 28, 2005 4:10 pm

RE: HQ's

Post by Ur_Vile_WEdge »

Generally, I only include a HQ in an attack if I need the extra bonus against a city (2d10) or I'm planning on throwing HQ support in the attack.

Otherwise, too risky and too much of a chance of flipping. HQ goes face down, your whole advance can stall.
"When beset by danger,
When in deadly doubt,
Run in little circles,
Wave your arms and shout."
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Centuur
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Location: Hoorn (NED).

RE: HQ's

Post by Centuur »

It depends on what the position is. There is no exact way to use HQ's in combat. You might need an extra punch coming from HQ support when attacking cities. However, I find reorganisation by HQ's and the fact they are often needed to get supply to the front lines very important. Especially when attacking, they need to stay mobile as long as possible.

Peter
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warspite1
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Location: England

RE: HQ's

Post by warspite1 »

Agreed - having an immobile HQ when there are supply issues at the front is extremely frustrating...
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Majorball68
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RE: HQ's

Post by Majorball68 »

For the first 6 impulses it is best not to get them disorganized or expose them to risk. After this you may want to risk using them in attacks if you must. Generally its good to keep them organized and in cover to defend against counter attacks to re org your troops. Defending alone with them in the front line is not advisable as many people would take a risk to try and take one out.
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