Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

tactical HQ

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> tactical HQ Page: [1]
Login
Message << Older Topic   Newer Topic >>
tactical HQ - 9/3/2008 10:26:24 PM   
british exil


Posts: 1686
Joined: 5/4/2006
From: Lower Saxony Germany
Status: offline
Been reading a few threads over the last days and have often come upon the phrase tactical HQ.
What is a tactical HQ?
Is it a HQ for a Kampfgruppe?
A HQ that is a battlefront HQ?

What are the reasons for creating a Tac HQ? Wouldn't the 5PP's be spent better elsewhere?

Mat



_____________________________

"It is not enough to expect a man to pay for the best, you must also give him what he pays for." Alfred Dunhill

WitE,UV,AT,ATG,FoF,FPCRS
Post #: 1
RE: tactical HQ - 9/4/2008 12:29:46 AM   
zook08

 

Posts: 138
Joined: 2/19/2008
Status: offline
I guess that just means an HQ which has staff assigned to it, for providing a combat bonus to other units, in contrast to rear echelon HQs which are used purely for supply distribution.

(in reply to british exil)
Post #: 2
RE: tactical HQ - 9/4/2008 1:31:05 AM   
Shambling Strider


Posts: 123
Joined: 1/16/2008
From: Canada
Status: offline
Peoples' Tactics, the ancestor of ATWWII, is using Supreme HQ and Tactical HQ system. And the description of Zook fits very well with the role of these units in PT. In this game, SHQ costs 5pp and THQ only 3pp (or 2? don't remember). And only SHQ are allowed to receive production. So maybe you're just reading grognards of PT?

_____________________________

War is patience.

(in reply to zook08)
Post #: 3
RE: tactical HQ - 9/4/2008 10:06:07 AM   
Appren


Posts: 179
Joined: 6/5/2008
Status: offline
quote:

What are the reasons for creating a Tac HQ? Wouldn't the 5PP's be spent better elsewhere?

If several of your important units end up outside 100% staff influence range, then the 5pp is very likely well spent. Some scenarios, like Russia 41 for instance, give you huge front/army groups with just one HQ, and spreading your forces out on more HQ's will then be worth considering.

(in reply to Shambling Strider)
Post #: 4
RE: tactical HQ - 9/4/2008 3:11:16 PM   
GrumpyMel

 

Posts: 864
Joined: 12/28/2007
Status: offline
It simply references the way some folks have thier forces organized. Basicaly HQ's have a few major functions... recieve production, distribute supply and reinforcements and provide combat bonuses for subordinate units. One of the fairly common methods of organizing forces for players is to break HQ's down into 2 types.... rear echelon HQ's which are generaly stationary and are responsible for collecting production and distributing replacements and combat or tactical HQ's which are generaly mobile, designed to keep up with front line combat units and are used to provide combat bonuses to units under thier command. These tactical HQ's are usualy subordinate to a rear echelon HQ.

The benefit of this orginization means that you don't have to worry about providing enough transport to move all the supplies/replacements and other units you might recieve in your HQ from Production each turn....nor do you have to worry about loosing that Production if some of your combat elements get cut-off.... nor do you have to worry about your combat units loosing thier HQ bonus because they are out of range so much. An additional benefit, I've found is that if you need to transfer units from one theatre to another or one portion of the Front to another.... rather then switching a bunch of individual units and have them each take a readiniess hit from switching HQ's.... you just transfer the tactical HQ to a new rear echelon HQ...and none of the actual combat units take a hit. 


(in reply to Appren)
Post #: 5
RE: tactical HQ - 9/4/2008 7:53:33 PM   
british exil


Posts: 1686
Joined: 5/4/2006
From: Lower Saxony Germany
Status: offline
Thanks for all the comments.

Cleared the point for me. So the Tac HQ's are what I thought they were. Good I thought I'd missed out on something.

Mat

_____________________________

"It is not enough to expect a man to pay for the best, you must also give him what he pays for." Alfred Dunhill

WitE,UV,AT,ATG,FoF,FPCRS

(in reply to GrumpyMel)
Post #: 6
RE: tactical HQ - 9/17/2008 12:19:16 PM   
Strategiusz


Posts: 236
Joined: 9/13/2008
From: Upper Silesia, Poland
Status: offline
How HqPw influences on subformations? Should I in my turn kill enemy staff first to decrease HqPw his units (HqPw info is always current), or sequence doasn't matter because HqPw changes only at the turn beginning (like transport capacity if I recall corretly)?

(in reply to british exil)
Post #: 7
RE: tactical HQ - 10/5/2008 8:41:37 PM   
mcv

 

Posts: 20
Joined: 7/14/2008
Status: offline
I've always assumed that HQ power is updated as soon as it changes. If the enemy ****s up and enables me to take out a tactical HQ before attacking its subordinate units, I do that immediately. Not only do you disrupt their leadership, you also disrupt their supply. It's a double win.

(in reply to Strategiusz)
Post #: 8
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> tactical HQ Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.656