tsimmonds
Posts: 5498
Joined: 2/6/2004 From: astride Mason and Dixon's Line Status: offline
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quote:
ORIGINAL: Rexor This is the one subject that, as a newbie, has been dogging me. I can work through most of the mysterious things of this game, but I'm caught up short by HQs. What do I gain by reassigning units--land, sea or air--to other, closer commands? The only thing this really affects is air replacements. You want an air unit to be in a certain proximity to its area HQ. Read 15.2. LCUs only need to be able to trace supply to draw replacements, HQ doesn't matter. See 15.3. Also, LCUs can derive a combat benefit from proximity to their area HQ. See 8.1.1 and 8.4. Study these in the bathroom for several days. Except for the effect they have on repairing damaged ships, HQ considerations have no effect on naval units. Air HQs can make air units within range fly more reliably and with better coordination. Corps/Army HQ give a combat benefit to LCUs in their hex, plus provide vital support squads to help LCUs recover disruption/fatigue. But any support squads, not just those in HQs, will do that. quote:
And are all the commands represented by actual units on the map? And how do the HQs represented on the left edge of the big strategic map differ from all the other HQs represented in the game? The HQs on the left edge are area commands. These HQs are mainly important insofar as some of the area commands are restricted. Units belonging to a restricted command may not load onto ships. Air units belonging to a restricted command may not transfer to a base belonging to another command. These are probably the most important effects of the area command structure. Area HQs will also try to stockpile supply in the hex they occupy, up to 25,000 supply above and beyond the normal requirements of the units in that hex. They will draw supply to themselves from far and wide along land supply paths, frequently from locations that will surprise, dismay, and even annoy you (think frontline). quote:
Can you attach a unit to one of the "lesser," non-command HQs? Nope quote:
The manual doesn't get into this that much, and I'm only confused by much of the postings. I have a whole slew of units of all sorts right now in a scenario that are attached to God knows what HQ (some of them thousands of miles away), and I believe I should do something about it--but what? and why? Except as outlined above, don't sweat it. You can spend plenty time later making the game more challenging for yourself by keeping your HQ assignments in order, but these are the main effects of the area HQs.
< Message edited by irrelevant -- 5/25/2005 5:15:19 AM >
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