Uhtred
Posts: 11
Joined: 12/31/2010 Status: offline
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Perhaps a solution would be the following... If an HQ gets caught in an encirclement, you have the option of relocating it and taking the losses in men and material as it is currently designed. However, choosing to relocate the HQ should also come with a fairly significant admin point cost (i.e. organizing transport for all high level officers, destroying equipment and information so that the enemy doesn't get hold of it, reorganizing the HQ once its out of the pocket, etc.). As the size of the HQ increases, this AP cost would go up accordingly. However, the player could also decide to risk it and leave the HQ in the pocket, which would result in one of two things. It could get attacked as it happens now (A combat unit simply moving adjacent to it) and the HQ could transport out of the pocket losing men and martial in the same way as is currently designed. This would represent the HQ being a dispersed organization that simply leaked out of the pocket. The chance of this happening could be around say 30-50% depending on circumstances such as HQ size, morale, leadership checks, etc. The HQ's supply state would also be an important factor. For example, an HQ that is not surrounded and in really good supply would have about a zero chance of being destroyed and would just displace normally. On the other hand, an isolated HQ or one that is otherwise in really bad shape could be destroyed or surrender with its commander killed or captured (think of Paulus here). If this were the case, The HQ could be newly created again by the player, but the admin point cost would be even greater than had the HQ been evacuated in the first place. So in the end, if the player has an HQ surrounded, he can decide for himself just how important that HQ is. He can then call for its evacuation or leave it to its own fate with the understanding that, if it does get destroyed, it might be very expensive to replace later.
< Message edited by Uhtred -- 3/7/2011 5:57:29 PM >
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