HQs

Advanced Tactics is a versatile turn-based strategy system that gives gamers the chance to wage almost any battle in any time period. The initial release focuses on World War II and includes a number of historical scenarios as well as a full editor! This forum supports both the original Advanced Tactics and the new and improved Advanced Tactics: Gold Edition.

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falco148
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HQs

Post by falco148 »

Hi. Have just bought this game recently and am currently playing the Battle of the Bulge scenario. Not sure if this question applies to other scenarios but what do the HQs actually do, other than to pass on supply in this? Is there an HQ radius of command where units within range have improved morale etc? If so I cant seem to find the right button to click. Also can you improve the HQs performance by putting a superior General in command, like in the DC series? The manual seems very vague on this point.

I didnt expect this game to be quite so complex but I'm sure I'll get the hang of it soon hopefully! :-)
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Tac2i
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RE: HQs

Post by Tac2i »

Glad you are enjoying the game:

HQ Power (HQP) %: The closer an HQ is to the units it commands the bigger the combat bonus: (0-3 hex/100%, 4 hex/80%, 5 hex/60%, 6 hex/40%, 7 hex/20%). If an HQ is 8 or more hexes from the units it commands, they do not get any HQP bonuses in combat (attack or defense). 

HQ Staff (STF) %: The larger the army the more staff that is required to efficiently command it. Not enough staff in your HQ means that the units it commands fight less effectively. Getting too much over 100% isn't good either. Try to keep this close to 100%.

http://rtworks.org/GameStuff/UnitAttributes.jpg

Unlike the DC games that came after ATG, there is no button to press to view HQ range or those units subordinate to it. That said the units attached to an HQ are color coded.

Tac2i (formerly webizen)
falco148
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RE: HQs

Post by falco148 »

Oh, that link is really useful. Thanks Webizen. Why couldn't they put that in the manual?
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Whydmer
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RE: HQs

Post by Whydmer »

What HQ's help with are Morale and Combat effectiveness, correct?
Josh
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RE: HQs

Post by Josh »

ORIGINAL: Whydmer

What HQ's help with are Morale and Combat effectiveness, correct?

I was about to say "yes" but then it struck me... I know when you click on an HQ with an Officer the description says something like "morale +30%" "combat +40%" but I've completely forgotten what an HQ does without an Officer doh.[:(]
Yikes I've grown so accustomed to having an HQ with Officer nearby my troops that I forgot what it is they exactly do
...is it the Officer that gives the bonusses on top of the bonus the HQ already has, or are the numbers in the description of the HQ the combined bonus of the Officer *and* the HQ?
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ernieschwitz
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RE: HQs

Post by ernieschwitz »

Yes, the officers give bonuses on top of those already provided by a staffed HQ.
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Josh
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RE: HQs

Post by Josh »

ORIGINAL: ernieschwitz

Yes, the officers give bonuses on top of those already provided by a staffed HQ.

Thx. Seems reasonable Officers give an additional bonus. But what exactly *is* the bonus given by a 100% staffed HQ? I know that units subordinate to an experienced HQ fight more efficient, HQ's level II-III give a huge additional combat boost, I can see that effect in the battle screen. But what are the numbers exactly...? How much do they boost? Anyone got an idea?
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Twotribes
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RE: HQs

Post by Twotribes »

ORIGINAL: Josh

ORIGINAL: ernieschwitz

Yes, the officers give bonuses on top of those already provided by a staffed HQ.

Thx. Seems reasonable Officers give an additional bonus. But what exactly *is* the bonus given by a 100% staffed HQ? I know that units subordinate to an experienced HQ fight more efficient, HQ's level II-III give a huge additional combat boost, I can see that effect in the battle screen. But what are the numbers exactly...? How much do they boost? Anyone got an idea?
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Josh
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RE: HQs

Post by Josh »

Curses, I should've known that. [:D]
Yeah I remember reading that book way back in the 80's, The Hitchhikers guide to the galaxy, what a book [&o]
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ernieschwitz
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RE: HQs

Post by ernieschwitz »

Frankly I am not sure. I know it depends on the amount of experience that the Staff has. So your question needs to be more specific to answer it correctly. (Or maybe the answer should be expressed as an equation...).
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Vic
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RE: HQs

Post by Vic »

Check out 6.4 in the old manual.

And also:
http://www.vrdesigns.nl/atwiki/doku.php?id=staff

There is a basic 25% combat mod even if your staff has 0 xp. If staff reaches 100xp its combat mod will be 125%.
Research upgrades to Staff II, staf III,etc... will extend this further.

best wishes,
Vic
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Josh
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RE: HQs

Post by Josh »

Thanks Victor!

I know that units fighting under a HQ fight more efficient, I know too that experienced units fighting under an experienced HQ with Staff level II-III are an amazing fighting machine.
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