HQBU

Gary Grigsby’s War in the East: The German-Soviet War 1941-1945 is a turn-based World War II strategy game stretching across the entire Eastern Front. Gamers can engage in an epic campaign, including division-sized battles with realistic and historical terrain, weather, orders of battle, logistics and combat results.

The critically and fan-acclaimed Eastern Front mega-game Gary Grigsby’s War in the East just got bigger and better with Gary Grigsby’s War in the East: Don to the Danube! This expansion to the award-winning War in the East comes with a wide array of later war scenarios ranging from short but intense 6 turn bouts like the Battle for Kharkov (1942) to immense 37-turn engagements taking place across multiple nations like Drama on the Danube (Summer 1944 – Spring 1945).

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sillyflower
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HQBU

Post by sillyflower »

To quote from the updated manual

"Another tough decision is whether to use the HQ Buildup function. This guarantees that your assault troops attached to a corps HQ will get maximum MPs"

So do panzers automatically get 50 MP the turn after the HQBU, and presumably still have a 100% load of fuel for the next turn also, or have the effects changed from the early days?

Doesn't seem to be a very tough decision............
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eskuche
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RE: HQBU

Post by eskuche »

The amount received is very very much lower. The new supply system is quite constraining so you will need to pay close attention to supply cities. See 2x3 MP game where some panzers by Voronezh in ‘41 got 10-12 MP. I did two near Poltava at 20 hexes for 13 MP recently.
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Telemecus
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RE: HQBU

Post by Telemecus »

One change for example is that there are now ratings checks for movement after an HQBU when there did not used to be. So if you have a panzer losing both its admin and initiative check it will already be no more than 32 MPs even if full of fuel. I think that alone gives the picture, but there is more still ...
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redrum68
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RE: HQBU

Post by redrum68 »

Yeah, so far from my experience is you need to be much closer to the railhead now and ideally not move or move very little that turn you use it. Otherwise you won't get that much fuel or MP.
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sillyflower
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RE: HQBU

Post by sillyflower »

Thanks chaps.
My heroic workers and peasants will now sleep more easily in their trenches (at least they would if I let them sleep) , dreaming of shooting the authors of the manual for spreading misleading fascist propaganda
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Vifee
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RE: HQBU

Post by Vifee »

If there's decent supply HQBUs almost always give the units in question 40 or 50 MPs, depending on, like Telemecus said, an admin roll. Certainly by turn 4-5 HQBUs will give max movement to German mobile units near the normal Soviet MLR, though a hardcore retreat past Smolensk may still drag them to the end of their leash. The other main thing to know about HQBUs is that they give the HQ a big surplus stock of fuel, which means that units that HQBU will have decent movement the turn after their big move as well, unless they are separated from their HQ.
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sillyflower
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RE: HQBU

Post by sillyflower »

So, in other words, HQBU hasn't really changed if G is about 25 MP from railhead?
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eskuche
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RE: HQBU

Post by eskuche »

Again, I'm not sure how it was before, but axis rail modifier seems to play a large part in what gets through. Also, as someone else mentioned, moving at all decreases the output because there's a standard supply movement penalty and an HQBU supply movement penalty.
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