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SHQ Power?

Posted: Tue Jun 09, 2020 12:50 pm
by ramnblam
Hi guys,

I've noticed while playing my independent units AND my OSQ units will often have 0% Headquarters power. I'm guessing it's based on the distance of the SHQ to the unit but it seems to be fairly abstract to how it actually works. Subordinate units to my OSQ's seem to work fine if you keep the OSQ relatively nearby. Should I be putting my independent units under a OSQ as they can have two attached units?

Also does anyone know if you if you have an infantry brigade, and one of the subordinate battalions gets stack wiped how to replace the wiped battalion?

RE: SHQ Power?

Posted: Tue Jun 09, 2020 1:05 pm
by Jdane
To quote the manual again:
5.10.3.2. Operational HQ (OHQ)
[...]
OHQ Range

For Units to receive positive effects of Skill bonuses (or penalties) the Unit
needs to be in range of its OHQ. If HQ Power is 100% a good Skill Roll
always works, if HQ Power is 0% it never works.
SHQ for its High Command Skill Roll is always in range.

So, it's a matter of distance from the OHQ to the unit, but there is no more information in the manual than that. We'll have to pay attention and see if terrain type and roads affect the radius of the OHQ's area of command.

Attaching independent units to an OHQ always seems like a good idea since it provides them with skill roll bonuses and Posture benefits from the commanding officer.

As for your last question you would need to use the Raise Formation order, then Missing Unit. I can't elaborate since I have no save game where this situation applies. I'm assuming the easiest way is to issue the order through your SHQ since it's more likely it will have the items and recruits in stock to build models to fill up the new unit, but it may very well possible you can issue it via the OHQ, provided there's a logistical link strong enough to ferry the troops to its general location.

RE: SHQ Power?

Posted: Tue Jun 09, 2020 1:12 pm
by Soar_Slitherine
Yes, independent units should be subordinated to an operational headquarters whenever practical to get the OHQ commander skill and posture bonuses (plus having everyone involved in an attack be under the same OHQ doubles any concentric attack bonus, and adding extra units under the OHQ means you don't need to throw in the OHQ itself in order to have enough to attack from all directions for the last +50% of bonus). The HQ power depends on distance to the unit's OHQ, distance to the SHQ does not matter for command bonuses.

RE: SHQ Power?

Posted: Tue Jun 09, 2020 11:10 pm
by Grotius
So where do I find the HQ Power range for an OHQ? It seems to be about 4 hexes after it degrades, but I'm not sure. Does the game have this stat somewhere?

RE: SHQ Power?

Posted: Wed Jun 10, 2020 12:08 am
by NoodlePickle
How can I attach 2 indies to an OHQ. I have been having an issue trying to figure that out.
Thanks

RE: SHQ Power?

Posted: Wed Jun 10, 2020 4:14 am
by KingHalford
ORIGINAL: NoodlePickle

How can I attach 2 indies to an OHQ. I have been having an issue trying to figure that out.
Thanks

Select the unit and under Unit Admin on the right tool-bar select Change HQ, and you'll see a list of OHQs to attach to

RE: SHQ Power?

Posted: Wed Jun 10, 2020 12:37 pm
by Grotius
After experimenting more, I think OHQ Power Range is a function of the OHQ's radius of possible movement, but I'm not sure. Can anyone confirm? In any case, I guess the idea is that you can't send the units of an OHQ off in four different directions; the formation needs to operate together. Yes?