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HQ's
Posted: Sun Apr 28, 2019 11:56 am
by Yeohan
How do HQ's work. I have been railroading units around the map and often forget the HQ or railroad a ragtag band of units near a railroad. Give HQ's a combat bonus? Extra supply? Any other benefits? The manual is not very elaborate on HQ's.
RE: HQ's
Posted: Sun Apr 28, 2019 12:56 pm
by Curtis Lemay
ORIGINAL: Yeohan
How do HQ's work. I have been railroading units around the map and often forget the HQ or railroad a ragtag band of units near a railroad. Give HQ's a combat bonus? Extra supply? Any other benefits? The manual is not very elaborate on HQ's.
HQs need to be protected: If the HQ is destroyed (or, if it contains command squads, all command squads in it are destroyed) the chance of its formation going into combat reorganization skyrockets.
HQs have a minor supply impact: Adjacent cooperative units get a 50% supply recovery boost.
HQs can be ranged (like artillery) if they have such equipment in them.
HQs get to exit enemy ZOC without risk of disengagment attacks.
RE: HQ's
Posted: Sun Apr 28, 2019 7:33 pm
by rhinobones
ORIGINAL: Curtis Lemay
HQs get to exit enemy ZOC without risk of disengagment attacks.
“without risk of disengagement “. I've always found this characteristic of HQs perplexing. Please explain why HQs are able to disengagement without risk?
Regards, RhinoBones
RE: HQ's
Posted: Sun Apr 28, 2019 9:09 pm
by Curtis Lemay
ORIGINAL: rhinobones
ORIGINAL: Curtis Lemay
HQs get to exit enemy ZOC without risk of disengagment attacks.
“without risk of disengagement “. I've always found this characteristic of HQs perplexing. Please explain why HQs are able to disengagement without risk?
Regards, RhinoBones
They are rear-area assets (as are artillery - same ability). So, they should have been able to escape penetrations if TOAW wasn't IGUG. Now, why they should be allowed to rescue front-line units is another issue.
RE: HQ's
Posted: Sun Apr 28, 2019 10:10 pm
by Zovs
MP's (Military Police units) I think would help in this regards. I know it's old movie, but remember Patton the 'Traffic Cop' in that one scene? Or the stories of Rommel crossing the Meuse? Leadership.
RE: HQ's
Posted: Sun Apr 28, 2019 11:47 pm
by rhinobones
Appreciate the reply
Think we are both in the camp that HQ disengagement is questionable and that this is a function of Koger’s (sp?) original design. Maybe a future TOAW can make this a bit more realistic.
Best Regards, RhinoBones
RE: HQ's
Posted: Sun Apr 28, 2019 11:55 pm
by sPzAbt653
I agree with Don, and will add that it is another example of the flexibility of TOAW. It's a scenario designer's choice as to how they want their HQ's used in a scenario. It should be left alone.
RE: HQ's
Posted: Mon Apr 29, 2019 12:07 am
by Lobster
It should be given an on/off switch like High Supply. It's in the same category.
Oh I know. A realism on/off switch that can cover an array of things. So you can play like a simulation or like an arcade game. [:D]
RE: HQ's
Posted: Mon Apr 29, 2019 2:20 am
by Curtis Lemay
ORIGINAL: rhinobones
Appreciate the reply
Think we are both in the camp that HQ disengagement is questionable and that this is a function of Koger’s (sp?) original design. Maybe a future TOAW can make this a bit more realistic.
Best Regards, RhinoBones
I would like to revise the ability so that it expires once the HQ/Artillery unit has moved. Then it could still extricate itself, but not go off saving front-line stuff.