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HQ units
Posted: Thu May 25, 2000 3:43 pm
by headhunter
I am trying to figure out the function of HQ units.
As I know they generate orders and I assume if A0 is lost you loose.
Do they have any other benefits/special abilities besides this ?
(If I turned of C2, would HQ units still be of importance ?)
Posted: Thu May 25, 2000 3:54 pm
by renwor
I read somewhere they improve morale in 5 hexes range ... though it's funny then to find japs HQ lonely at farhest hex.
Renwor
Posted: Thu May 25, 2000 5:00 pm
by Paul Vebber
They are basically "objectives you have to destroy to get the points for". They also do have a few extra commands that can come in handy in a pinch.
The increase morale was indeed in the SP3 manual, but its not in SP:WaW right now. Fuel Dumps aren't either.
Posted: Thu May 25, 2000 5:05 pm
by Charles22
Paul: Could you please explain what the advantage is in having the HQ depot, or whatever it's called? How about the blasted fuel depot? I can't see any use for any of the special depot units, other than the ammo ones (and ammo truck of course). Also, though I may had known it before, how do units gain experience through a campaign? Is it based strictly on number of kills, or does something like number of battles fought figure in too?
Posted: Thu May 25, 2000 5:07 pm
by Larry Holt
HQ's are a 0 unit so they can rally forces. Generally they would be commanded by a higher rank leader so have a better chance to rally forces. For example, if I buy a company, I get a company commander that is a captain while if I buy platoons or sections, I only get a lieutenant.
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An old soldier but not yet a faded one.
Posted: Thu May 25, 2000 5:12 pm
by Charles22
Larry: If you're answering my first question, that's not what I'm talking about. There is some sort of HQ depot, that you can buy, along with other depots, that looks something like the ammo depot. For all intensive purposes it's a non-combatant.
Posted: Thu May 25, 2000 6:28 pm
by Paul Vebber
There are "command HQ" units that are the "0"
and then there are teh 'HQ Tent" units that are really only useful in scenario design to give the defender a "fragile" container of victory points to protect.
IN SP3 the manual writer seemed to think there would some sort of fuel accounting but it never got into the game, like the morale advantage of HQs. Fuel depots had the effect in SP3 of making a victory hex "permanantly neutral" so neither side could get it. We didn't get to implementing that yet...
The unit class of these things is "emplacement" and if there is interest among scenario designers we could perhps make cons for a few more types, but I don't know how much folks use them or if its worth the effort compared to other things.
As always, let us know what you think!
Posted: Thu May 25, 2000 7:37 pm
by Charles22
Thanks Paul, that question has been dogging me since I first played SP3.