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Newbie questions
Posted: Wed Jan 02, 2019 10:18 pm
by ivanov
I'm going through the tutorials, playing Kasserine ATM. The questions start piling up in my head but unfortunately the manual is not very helpful. So let me start this thread with the question about the HQ's.
What is the function of the HQ's? Are they used for the supply, combat, both? What should I remember about when using them? Just keeping units within the HQ range is fine or should I keep them on or near the supply sources?
I've noticed, that in Kasserine scenario the Germans don't have HQ units. Why?
Thanks in advance.
RE: Newbie questions
Posted: Wed Jan 02, 2019 11:03 pm
by demyansk
I try to keep my units within close range to each other and the HQ units on the road or city. However, I am not the expert on this.
RE: Newbie questions
Posted: Thu Jan 03, 2019 4:48 am
by Cfant
Their main purpose is supply - they increase supply by 50%, if their units are adjacent to the HQ. And often they have artillery with range 1 (e.g. divisional artillery), so they can even provide artillery support. And if I remember correctly, their command squads lower the chances to go into reorganisation.
RE: Newbie questions
Posted: Thu Jan 03, 2019 9:08 am
by sPzAbt653
HQ's can have multiple uses, and can even be useless. Check their Equipment and their Special Abilities by hitting the 'U' key.
RE: Newbie questions
Posted: Thu Jan 03, 2019 9:48 am
by nukkxx5058
ORIGINAL: sPzAbt653
HQ's can have multiple uses, and can even be useless.
[:D][:D][:D][:D]
RE: Newbie questions
Posted: Thu Jan 03, 2019 9:50 am
by ivanov
Thanks guys. And do they have command range or the units have to be adjacent to them in order to benefit from their support?
RE: Newbie questions
Posted: Fri Jan 04, 2019 12:39 am
by Curtis Lemay
ORIGINAL: ivanov
Thanks guys. And do they have command range or the units have to be adjacent to them in order to benefit from their support?
There is no "command range". The supply boost is only for cooperative adjacent units.
Designers have the option to put command squads and/or supply squads in their HQs. Loss of command squads can trigger reorganization of the HQ's formation (as can destruction of the HQ itself, regardless of presence of command squads). Loss of supply squads can reduce the formation's supply distribution efficiency.
RE: Newbie questions
Posted: Fri Jan 04, 2019 2:23 pm
by ivanov
ORIGINAL: Curtis Lemay
ORIGINAL: ivanov
Thanks guys. And do they have command range or the units have to be adjacent to them in order to benefit from their support?
There is no "command range". The supply boost is only for cooperative adjacent units.
Designers have the option to put command squads and/or supply squads in their HQs. Loss of command squads can trigger reorganization of the HQ's formation (as can destruction of the HQ itself, regardless of presence of command squads). Loss of supply squads can reduce the formation's supply distribution efficiency.
Thank you. So from the looks of it, the HQ's represent the logistics and support assets, rather than C2 units?
RE: Newbie questions
Posted: Fri Jan 04, 2019 2:44 pm
by Curtis Lemay
ORIGINAL: ivanov
ORIGINAL: Curtis Lemay
ORIGINAL: ivanov
Thanks guys. And do they have command range or the units have to be adjacent to them in order to benefit from their support?
There is no "command range". The supply boost is only for cooperative adjacent units.
Designers have the option to put command squads and/or supply squads in their HQs.
Loss of command squads can trigger reorganization of the HQ's formation (as can destruction of the HQ itself, regardless of presence of command squads). Loss of supply squads can reduce the formation's supply distribution efficiency.
Thank you. So from the looks of it, the HQ's represent the logistics and support assets, rather than C2 units?
Command & Control is impacted via the above.
RE: Newbie questions
Posted: Fri Jan 04, 2019 6:11 pm
by ivanov
So for example a side that has no HQ's in the scenario ( Germans in Kasserine ) is in a better position, because it won't be affected negatively be the possible HQ destruction?
RE: Newbie questions
Posted: Fri Jan 04, 2019 6:35 pm
by Curtis Lemay
ORIGINAL: ivanov
So for example a side that has no HQ's in the scenario ( Germans in Kasserine ) is in a better position, because it won't be affected negatively be the possible HQ destruction?
To some extent. But then, it won't have the adjacent supply boost either.
RE: Newbie questions
Posted: Fri Jan 04, 2019 9:39 pm
by ivanov
@Curtis Lemay thank you for your comments Sir.
RE: Newbie questions
Posted: Sat Jan 05, 2019 6:08 pm
by ivanov
Ok, I have two more questions.
OVERRUNS - they happen involuntarily, in situations that I sometimes don't want to resolve the attack intermediately, because I don't want to burn the turn time, before for example more important attacks get resolved. So the question is: do the overruns burn the turn time like any other attack?
SUPPLY - the supply sucesores are set at the beginning of the scenario and as you move, they obviously become more distant. Is there anything I have to actively do, in order to improve the units supply as they advance further from the supply sources? Is there for example an option of creating new supply depots or anything of that sort? Or maybe I should just take care of keeping the supply lines free from enemy units?
RE: Newbie questions
Posted: Sat Jan 05, 2019 6:22 pm
by Curtis Lemay
ORIGINAL: ivanov
Ok, I have two more questions.
OVERRUNS - they happen involuntarily, in situations that I sometimes don't want to resolve the attack intermediately, because I don't want to burn the turn time, before for example more important attacks get resolved. So the question is: do the overruns burn the turn time like any other attack?
Overruns do not burn rounds. But they may place a BTS in the hex.
SUPPLY - the supply sucesores are set at the beginning of the scenario and as you move, they obviously become more distant. Is there anything I have to actively do, in order to improve the units supply as they advance further from the supply sources? Is there for example an option of creating new supply depots or anything of that sort? Or maybe I should just take care of keeping the supply lines free from enemy units?
Depends entirely on the scenario. A common way supply is extended is via rail lines - which generally have to be repaired upon capture. In other cases there may be supply points hidden in enemy territory, which would become effective only upon friendly capture.
Take my CFNA scenario, for example. The Commonwealth player can repair the rail line from Mersa Matruh to Tobruk. Meanwhile, the Axis player must take Tobruk for its supply point if he expects to be able to make a run for the pyramids.
RE: Newbie questions
Posted: Sat Jan 05, 2019 7:40 pm
by ivanov
Great info, thank you!
RE: Newbie questions
Posted: Tue Jan 08, 2019 3:29 pm
by ivanov
I have a follow up question regarding the supply. I'm planning my first campaign against the USSR, so supply will be the issue. It's regarding the rail lines repair. From what I understand the repair is automatic, but there are also dedicated engineer units. How do I use them? Also, how do I see it the rial line is damaged? Is there any hotkey for that?
RE: Newbie questions
Posted: Tue Jan 08, 2019 6:10 pm
by Curtis Lemay
ORIGINAL: ivanov
I have a follow up question regarding the supply. I'm planning my first campaign against the USSR, so supply will be the issue. It's regarding the rail lines repair. From what I understand the repair is automatic, but there are also dedicated engineer units. How do I use them? Also, how do I see it the rial line is damaged? Is there any hotkey for that?
Whether there is any automatic rail repair is up to the scenario designer. If there is any, it will be shown in the detailed Situation Report.
To manually repair rail, you must find units that have rail repair ability. The standard practice is to put such ability into units with the rail repair unit icon (see the attached screen shot). But, of course, designers can do whatever they want, so you may have a hunt on your hands.
Once you've found such units, the Unit Report shows their rail repair chances. In this case, the unit has a 43% chance to repair the rail line it is occupying. Note that those chances decrease as the unit moves, till they reach zero upon expending all the unit's MPs.
Notice that broken rail is shown by a dashed line. Functional rail is shown by a solid line.
RE: Newbie questions
Posted: Tue Jan 08, 2019 6:12 pm
by Curtis Lemay
To make the attempt, right click on the unit. If it has any rail repair ability, the option to make that attempt will be available.
Note that regardless of whether the attempt fails or succeeds, the unit's MPs are zeroed.
RE: Newbie questions
Posted: Tue Jan 08, 2019 6:54 pm
by ivanov
Excellent, thank you very much again!
RE: Newbie questions
Posted: Wed Jan 09, 2019 12:59 pm
by Oberst_Klink
ORIGINAL: ivanov
Excellent, thank you very much again!
Have a look at the series of tutorials I have created in the past. They should help you in order to get started.
Tutorial '41:
tm.asp?m=4382552
Tutorial '42:
tm.asp?m=4387818
Tutorial '42 - Editor:
tm.asp?m=4401098
Tutorial '43:
tm.asp?m=4390285
Tutorial '43 - Combat:
tm.asp?m=4394374
Tutorial '44:
tm.asp?m=4397183
Tutorial '45:
tm.asp?m=4412329
Klink, Oberst