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Command units
Posted: Mon Oct 24, 2016 3:59 am
by timrt
I don't understand the logic as to why command units cant have extended movements? I could understand if their impact on the turn they use extended movement is turned off but at the moment it seems too restrictive.
Also, second the range of damaged sub units. It takes too long to get back to home port.
Loving the game so far though.
RE: Command units
Posted: Mon Oct 24, 2016 7:24 am
by TheBattlefield
Good point with the HQ. Other units receive some deductions in moral and readiness after a forced march. What should happen with the command units?
RE: Command units
Posted: Mon Oct 24, 2016 12:57 pm
by BillRunacre
It's been a while since Hubert and I discussed Forced March so I am going from memory, but if I recall correctly the problem with the HQs is that because they provide logistical support, for them to be able to move at a rapid rate and also for them to provide logistical support would be a bit much.
Imposing a penalty of some sort would be necessary, e.g. not providing supply and combat bonuses in the next turn.
When I thought about that, it made me think that there would rarely be any point to Forced Marching the HQ, except to get it away when danger loomed, and that could feel a bit gamey at times.
So the way it is it is easier to out-run your supply lines when on the offensive, as it should be.
RE: Command units
Posted: Mon Oct 24, 2016 1:38 pm
by sPzAbt653
I agree with the way HQ movement is currently restricted to not be able to Force March. The HQ's are the most important pieces on the board and their number and movement rates greatly affect the balance of the game. I say this because I have a modded campaign and second to getting the Purchase numbers correct, the number of and movement of HQ's is the most crucial aspect of game balance. [In my opinion [;)] ]
RE: Command units
Posted: Mon Oct 24, 2016 3:30 pm
by TheBattlefield
As far as possible I try to leave the HQ's on rail routes. Operational move instead of forced march. [:)]
RE: Command units
Posted: Tue Oct 25, 2016 10:22 pm
by CSSS
Traditionally, supply and logistics NEVER keep up with front line units. Ask any infantryman.
RE: Command units
Posted: Wed Oct 26, 2016 1:49 am
by n0kn0k
So the way it is it is easier to out-run your supply lines when on the offensive, as it should be.
Seems logical. [:)]
RE: Command units
Posted: Thu Oct 27, 2016 2:11 am
by Scook_99
ORIGINAL: timrt
I don't understand the logic as to why command units cant have extended movements? I could understand if their impact on the turn they use extended movement is turned off but at the moment it seems too restrictive.
Also, second the range of damaged sub units. It takes too long to get back to home port.
Loving the game so far though.
The movement of subs, and other naval units isn't impaired by damage, but by the supply. I would bet the units that have low movement will all have 0 supply. How does that happen? Every time you raid a convoy line, you use a supply point up. Each time you get in combat, 1 supply is used. Often what will happen, you will be down to 2-4 supply, and then a bunch of DDs show up and attack. It's easy to go down to 0 supply in those situations. I agree it's really annoying, but I think it's a good rule to keep in.