Advanced tactic: Getting the most out of HQs
Posted: Thu Feb 16, 2023 9:54 am
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.
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.