Proper use of HQs

Strategic Command: American Civil War gives you the opportunity to battle for the future of the United States in this grand strategy game. Command the Confederacy in a desperate struggle for independence, or lead the Union armies in a march on Richmond.

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metabagel
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Proper use of HQs

Post by metabagel »

I'm just starting to understand how to use HQs properly (auto-assist or manual mode). It seems like you need to decide which units they will support at the beginning of your turn, detach and attach as needed, and then proceed with your turn. Once a unit which is attached to an HQ has moved or attacked, it seems like you can't detach it, and so you can't free up an attachment for another unit which needs support.

Anyone have any tips on how to manage this?
Yogol
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Re: Proper use of HQs

Post by Yogol »

metabagel wrote: Tue Jul 19, 2022 3:58 pm I'm just starting to understand how to use HQs properly (auto-assist or manual mode). It seems like you need to decide which units they will support at the beginning of your turn, detach and attach as needed, and then proceed with your turn. Once a unit which is attached to an HQ has moved or attacked, it seems like you can't detach it, and so you can't free up an attachment for another unit which needs support.

Anyone have any tips on how to manage this?
You can only support a certain number of troops each turn, so you can not detach/attach/detach at will during a turn.

It is important to plan ahead and know -more or less- where your units will end their turn. It is one of the first things you need to learn to get better, together with knowing the supply-rules (how much supply you get when you are X away from a HQ and how to organise your HQ so that they give as much supply as possible).
LoneRunner
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Re: Proper use of HQs

Post by LoneRunner »

You are right metabagel, management of HQs is critical for success in ACW. A lot of players don't want to bother with
what they consider micro-management of HQs but it's actually easy once you get into the habit of managing your HQs at the beginning of each turn. Here's something I wrote up for WaW but it applies to ACW just as well.


HQs have three modes: Auto, Auto-Assist, and Manual.
Auto allows the AI to fill all command slots.
Auto-assist allows units to be manually assigned an HQ. But if you leave command slots open, the AI will automatically fill open slots with a unit.
Manual requires units to be manually assigned to an HQ.

I don't use Auto because the AI doesn't always select the best unit for command. When left to its own the AI may select a brigade behind the front instead of a corps on the front.

I don't use Manual because if you accidentally leave a command slot open or move a unit out of command range, the AI won't fill the open slot. Might as well fill all open command slots, even if they're not optimal.

On the first turn of the game and as I build HQs I set the mode for every HQ to "Auto-Assist".

At the beginning of each turn before I move, attack, reinforce, or upgrade any unit, I click on each HQ unit. When you click on an HQ in Auto-Assist mode, units within command range are highlighted in colors:

Blue indicates a unit is not commanded by any HQ. An uncommanded unit will not perform well in battle.

Green highlight indicates that unit is commanded by the selected HQ.

Red highlight indicates that unit is commanded by a different HQ than the one you clicked on.

I focus on the blue highlighted units and evaluate each unit to determine if that unit needs to be commanded by an HQ. For example, maybe the unit is going to be involved in an important battle or is likely to be attacked during the enemy turn. If you decide to command the unit, right click on the unit and click "Attach" to attach the unit to the selected HQ. If "Attach" is faded when you right click, that means the HQ doesn't have any open command slots. You have to detach another unit to open a command slot.

While the HQ is selected, right click on a green highlighted unit. Click "Detach" to remove command from that unit. Now that you got an open slot and you can assign another unit to the HQ. You can go back and forth all you want detaching and attaching units with no penalty.

Once you move, attack, reinforce, or upgrade the unit, you can't attach or detach it with an HQ. So it's critical to finish HQ assignments before you start moving units.

The minimum you should do each turn is assess blue highlighted units. They are un-commanded and lose combat effectiveness.

If you want to go the next step, make sure that important units are assigned to the highest rated and most experienced HQ. For example, if I have a critical battle coming up, I'll assign all units I expect to involve in the battle to the best available HQ. Sometimes I have to juggle units between HQs to make that happen but it's worth it.

Anyway, I hope that helps.
Last edited by LoneRunner on Wed Jul 20, 2022 3:49 pm, edited 1 time in total.
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OldCrowBalthazor
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Re: Proper use of HQs

Post by OldCrowBalthazor »

You can attach and un-attach units your combat units while and after you move your HQ at your leisure. The combat units just have to stay in place before you move them. It's essential to deselect 'auto'. Side note: Forts are considered combat units and can be attached. (For some reason they don't show that they are highlighted well after you set an HQ in range to manual but the forts can be selected).

Also, as you move your HQ, you can select and see its command range at will. This helps as you are looking for the best spot to place your HQ(s). It is a quite dynamic feature that can spell the difference between mediocre results and victory, especially with ACW, where the command range is quite limited.

When you deploy a new HQ, it can be available that turn (even though it can't move), select manual and all units within it's command range may be available to be attached.

It takes practice but I always use manual because proper HQ rigor is probably one of the most important (if not the most important) aspect of this game.
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metabagel
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Re: Proper use of HQs

Post by metabagel »

Thanks for all the great tips! Some things didn't click until now.
LoneRunner
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Re: Proper use of HQs

Post by LoneRunner »

OldCrowBalthazor wrote: Tue Jul 19, 2022 6:57 pm You can attach and un-attach units your combat units while and after you move your HQ at your leisure. The combat units just have to stay in place before you move them. It's essential to deselect 'auto'. Side note: Forts are considered combat units and can be attached. (For some reason they don't show that they are highlighted well after you set an HQ in range to manual but the forts can be selected).

Also, as you move your HQ, you can select and see its command range at will. This helps as you are looking for the best spot to place your HQ(s). It is a quite dynamic feature that can spell the difference between mediocre results and victory, especially with ACW, where the command range is quite limited.

When you deploy a new HQ, it can be available that turn (even though it can't move), select manual and all units within it's command range may be available to be attached.

It takes practice but I always use manual because proper HQ rigor is probably one of the most important (if not the most important) aspect of this game.
Thanks OldCrow. You are right, units can be attached and unattached after an HQ moves. However, I have moved HQs and been unable to attach or detach units. I'm not sure what caused that. I'll have to experiment. Anyway, I modified my post to correct that issue.
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