Advanced tactic: Getting the most out of HQs

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Chernobyl
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Joined: Mon Aug 27, 2012 5:51 am

Advanced tactic: Getting the most out of HQs

Post by Chernobyl »

HQs on Auto or Auto-Assist mode will search for and command additional units between turns, up to their maximum (5-7 units depending on tech level). This means that you can actually command "more" units if you intentionally leave some of those units outside the HQ command radius (6-8 movement points depending on tech level) at the end of your turn.

For example, you can use a HQ to command a bomber unit, bomb someone, and then fly it outside that HQ's command radius. Before your opponent's turn, your HQ will switch to command a unit that no HQ commands, if one is available, generally whichever is closest to the HQ. That unit will immediately be stronger on defense during your opponent's turn. It is particularly advantageous to forfeit HQ control of bombers in favor of a ground unit during your opponent's turn because bombers typically do not usually participate in much defensive combat.

It's also generally easy switch back to commanding the bomber on your offensive turn, if desired, by simply moving the HQ closer to the bomber, and then moving the HQ to an ideal hex (usually a town or city), as the loss of entrenchment from shuffling around HQ units is usually inconsequential.
Moonchild
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Re: Advanced tactic: Getting the most out of HQs

Post by Moonchild »

Thank you for this tip Chernobyl. I'm relatively new to SC2WaW but I find there are a lot of "gamey" mechanics that affect gameplay a bit too much as opposed to tactical decisions, imho. Relative to your post, I've noticed that you can op-move a HQ accross the map and it can command units at both ends of the movement (as long as it is in manual/auto-assist and you deselect & select units accordingly). In that way you can move Manstein from Russia to France or Zhukov from Vladivostoc to Moscow and they can command units for crucial offensives at both fronts. A bit un-orthodox i feel.

However, I think that knowing these tips is necessary for playing PBEM vs experienced players, so again thanks!
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archmache
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Re: Advanced tactic: Getting the most out of HQs

Post by archmache »

Moonchild wrote: Fri Feb 17, 2023 8:52 am Thank you for this tip Chernobyl. I'm relatively new to SC2WaW but I find there are a lot of "gamey" mechanics that affect gameplay a bit too much as opposed to tactical decisions, imho. Relative to your post, I've noticed that you can op-move a HQ accross the map and it can command units at both ends of the movement (as long as it is in manual/auto-assist and you deselect & select units accordingly). In that way you can move Manstein from Russia to France or Zhukov from Vladivostoc to Moscow and they can command units for crucial offensives at both fronts. A bit un-orthodox i feel.

However, I think that knowing these tips is necessary for playing PBEM vs experienced players, so again thanks!
Well Zhukov flew into Leningrad at the beginning of the siege and then when he was needed back for Moscow he flew back and took control. There is a hefty cost associated with moving the HQ (like 40MPP) so its actually not that gimmicky.
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Elessar2
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Re: Advanced tactic: Getting the most out of HQs

Post by Elessar2 »

But another HQ would need to attach to the air unit, or the latter will be in poor supply during your next turn, an issue since supply cannot be improved until the following (3rd) turn.
Chernobyl
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Re: Advanced tactic: Getting the most out of HQs

Post by Chernobyl »

Elessar2 wrote: Sun Feb 19, 2023 12:03 am following (3rd) turn.
That is true, I forgot that air units do have special HQ requirements.

The example I had in mind had to do with Japanese air units at the beginning of the game, when I can rail an army down to Wuhan that performs far better on defense in some cases when I move my bomber farther away from my HQ.
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