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Army attachements to HQ

 
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Army attachements to HQ - 3/8/2011 4:27:19 PM   
findmeifyoucan

 

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Well, now that we have had 3 updates to this game I have started to play the GC seriously! When you have your armies moving every which way all over the map in different directions do your armies automatically attach to the nearest HQ or do you have to re-attach each and every regiment to the nearest HQ. Also is there an advantage to locating an HQ in a city or town? How do you figure out what the ranges are of your aircraft?
Is capturing Riga on the first turn a good thing? Any comments are appreciated. Oh, yes and one more thing. When does Rumania enter the war?

I have also noticed that you cannot kill HQ's as they just simply relocate. I am not sure if it is even worth chasing them as I end up chasing them all over the map thus wasting army movement which could be better used for killing more real Russian armies. lol

Tony
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RE: Army attachements to HQ - 3/8/2011 4:34:11 PM   
2ndACR


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There is a hot key that can auto attach to closest HQ, but I never use it.

Don't think there is any advantage to placing a HQ in a city/town.

Aircraft ranges are shown using a shaded area of the map.

Riga can be captured turn 1 or turn 2. But until you capture the port above it, no port supply. I pop it turn 2.

Romania activates turn 3 unless you get a German unit close to the border which will activate them turn 2.

(in reply to findmeifyoucan)
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RE: Army attachements to HQ - 3/8/2011 5:18:56 PM   
findmeifyoucan

 

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Okay, thanks. Silly me I thought Riga was a port? I will be more careful in future to look closely at the map on this game than what was true in real history. lol

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RE: Army attachements to HQ - 3/8/2011 5:22:57 PM   
2ndACR


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It is a port. But there is a port above it on what we call the island that you must take to enable the port supply. It has to do with damage to port. When you take Riga, the port will be damaged heavily, until repaired the little port above it exerts control over the water way.

I usually send a motorized div up there to take it on or about turn 4.

(in reply to findmeifyoucan)
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RE: Army attachements to HQ - 3/8/2011 5:31:12 PM   
findmeifyoucan

 

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Oh, so I shouldn't be in such a hurry to take Riga then? Are there any factors involved in regard to repairing ports after taking them? Do I get major supply from this port or do I have to repair a rail line to it?

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RE: Army attachements to HQ - 3/8/2011 6:22:11 PM   
2ndACR


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I build a rail line anyway. Same thing for Tallinan up north. I would make sure to have Riga on turn 2 at the latest. But you can get supply from a port too.

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RE: Army attachements to HQ - 3/8/2011 7:27:45 PM   
findmeifyoucan

 

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I have cleaned up the entire area up to Riga plus about 6 hexes along that major river from Riga. My major objective is to take Leningrad in the first summer. Another question, if I captured Riga first and all his HQ's were retreating south and I surrounded them. After taking the last city south of Riga where they all relocated too. Did I destroy these HQ's or did they magically appear somewhere further North in Russia?

I couldn't manage to take that port north of Riga in the first turn. Just had enough mp's left over to attack Riga and move in with my armored units.

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RE: Army attachements to HQ - 3/8/2011 10:35:38 PM   
Ridgeway

 

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quote:

ORIGINAL: 2ndACR

It is a port. But there is a port above it on what we call the island that you must take to enable the port supply. It has to do with damage to port. When you take Riga, the port will be damaged heavily, until repaired the little port above it exerts control over the water way.

I usually send a motorized div up there to take it on or about turn 4.



You don't need to capture Kuressare to allow shipping into Riga. You can "port bomb" it -- I have used about a full KG of JU-88s, but that may be overkill. This allows you to "naval transport" at least one full division from 50th Corps in from Danzig on Turn 1. I can't get the Polizei division in too on T1, because it does not have enough strat movement left to do the trip. You can also send in a Security Division from Koenigsberg.

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RE: Army attachements to HQ - 3/8/2011 11:13:02 PM   
randallw

 

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Those HQs probably displaced ( magically ran away ), causing losses to their supplies and manpower; the leader may also have died.

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RE: Army attachements to HQ - 3/9/2011 12:24:58 AM   
Texas D


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quote:

ORIGINAL: Ridgeway


quote:

ORIGINAL: 2ndACR

It is a port. But there is a port above it on what we call the island that you must take to enable the port supply. It has to do with damage to port. When you take Riga, the port will be damaged heavily, until repaired the little port above it exerts control over the water way.

I usually send a motorized div up there to take it on or about turn 4.



You don't need to capture Kuressare to allow shipping into Riga. You can "port bomb" it -- I have used about a full KG of JU-88s, but that may be overkill. This allows you to "naval transport" at least one full division from 50th Corps in from Danzig on Turn 1. I can't get the Polizei division in too on T1, because it does not have enough strat movement left to do the trip. You can also send in a Security Division from Koenigsberg.


You can ship in 2 divisions, 1 Corps HQ, and a security division if you do it right.

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RE: Army attachements to HQ - 3/9/2011 2:26:11 AM   
Mynok


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Do tell how you do that. I don't seem to have the lift capacity.


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RE: Army attachements to HQ - 3/9/2011 4:05:39 AM   
Texas D


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Here you go.




Attachment (1)

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RE: Army attachements to HQ - 3/9/2011 2:56:11 PM   
Mynok


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I wonder if there is a port capacity issue involved. I've tried multiple times to send 26th corps (the one starting below Königsberg) to ports on the west coast with no luck. I can get one division into the southernmost one but that's it. Seeing you have moved a corps and a division, I suspect it is the capacity of those little ports that's the problem.

Gonna try port bombing to open up Riga and see what happens.

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RE: Army attachements to HQ - 3/9/2011 7:20:25 PM   
findmeifyoucan

 

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With regard to rail repair, after I move an RR unit to a damaged rail line and expend the MP to repair it. It shows "1" damage still remaining. Do I need to leave my RR unit there to be assured this rail line will be repaired for the next turn or can I move on to another rail hex with the same RR unit and repair another damaged rail line?

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RE: Army attachements to HQ - 3/9/2011 7:22:05 PM   
2ndACR


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Nope, will repair next turn fully. Just keep moving and repairing as fast as you can. Go straight as you can east. Leave the side spurs etc to your auto guys.

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RE: Army attachements to HQ - 3/9/2011 7:33:39 PM   
findmeifyoucan

 

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Are the auto guys the ones that are internally attached to your HQ's, ie the ones you can't see readily on the map? Also if I wanted to transfer most of my real Rr's to the east side of the map to concentrate on rail repair to Leningrad is it faster to rail move them in or walk/run?

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RE: Army attachements to HQ - 3/9/2011 7:38:47 PM   
2ndACR


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Yep, those are your auto guys. They will spring to life all their own. They appear, you will see them all over the place soon.

Moving extra up north will not speed up repairs by much. You can have rail almost to Pskov on turn 6 just by itself. Trust me, you need your controlled repair guys to cover all the rest of your front.

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RE: Army attachements to HQ - 3/9/2011 7:53:01 PM   
findmeifyoucan

 

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So having my two armored units stacked with an HQ in Riga on turn 1 does this mean I will be in supply next turn or do I need to do something else like move more Hq's into the area?
I noticed that Hungary is not active on turn 1, when do they become active?

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RE: Army attachements to HQ - 3/9/2011 7:56:48 PM   
2ndACR


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They start activating on turn 2 and beyond, mouse over the unit and you will see a turn activation. Romania is turn 3 unless you get close with a German unit.

Your in supply, as long as you own the ground behind you, your always in supply (might not be much though). You have to push hard, really hard. Trouble starts around turn 5 or so due to distance from repaired rail lines. And fatigue. Until then it is pedal to the metal.

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RE: Army attachements to HQ - 3/9/2011 8:03:15 PM   
findmeifyoucan

 

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Ok, thanks, so I can go about 30 or 40 hexes inland basically as a ball park with out having to worry about rail heads? What about in the swamp, is my range reduced somewhat because of terrain?

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RE: Army attachements to HQ - 3/9/2011 8:07:47 PM   
2ndACR


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Keep the mobile out of the swamps. Panzer and motorized avoid like the plague.

Basically that is about the limit. Once you hit Pskov area, Vitberg, Kiev you are at the end of the leash. Key is to get the rail heads as close as you can each turn.

Repair is fast in the north. Once you near Pskov, you will see the increased repair costs. Right now, you are paying RRC1, Pskov you see the RRC3

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RE: Army attachements to HQ - 3/9/2011 8:14:09 PM   
findmeifyoucan

 

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Also, there are discussions about bombing Russian Air bases. Which do you think is better forcing them into relocation by armies moving next to them or actual bombing by your A/C? Personally I am a big believer in A/C ground support in the first few turns anyhow.

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RE: Army attachements to HQ - 3/9/2011 8:47:04 PM   
findmeifyoucan

 

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Yes, I don't intend on sending my armor and motorized into the swamp. Just couldn't resist going after the HQ's sitting by themselves in small towns on the fringes of the swamp! :-)

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RE: Army attachements to HQ - 3/9/2011 8:56:03 PM   
Texas D


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quote:

ORIGINAL: findmeifyoucan

So having my two armored units stacked with an HQ in Riga on turn 1 does this mean I will be in supply next turn or do I need to do something else like move more Hq's into the area?
I noticed that Hungary is not active on turn 1, when do they become active?


Your armor should be in supply as long as you damaged that port NW of Riga to iirc 11% or more.

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RE: Army attachements to HQ - 3/9/2011 9:04:10 PM   
carnifex


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quote:

ORIGINAL: findmeifyoucan

Which do you think is better forcing them into relocation by armies moving next to them or actual bombing by your A/C?


Displacing an airbase means all it's undamaged airplanes fly far away, away from you and to safety. And not displacing a bombed airbase means the owner will manually move it away to safety, along with all the damaged airframes so they can be repaired. So in effect it's a false choice - you lose both ways.

You need to bomb the air fields to destroy and damage airframes, then you need to displace them so the damaged airframes are destroyed.

As for ground support on turn 1, do all your attacks then reload and turn ground support off and see if it makes a difference. My guess, not so much.

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RE: Army attachements to HQ - 3/9/2011 9:16:49 PM   
Mynok


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Right now I'd suspect that turning off ground support and turning up interdiction will get you the most casualties. A big interdiction attacks can really whack some Slavs.

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RE: Army attachements to HQ - 3/10/2011 8:56:36 PM   
findmeifyoucan

 

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I noticed also that enemy zones of contro alone destroys rail lines, wow!!

How do you convert a security division into a normal division exactly? Also, what if I wanted to convert a normal infantry division into a motorized? How do I do that exactly?

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RE: Army attachements to HQ - 3/10/2011 10:24:36 PM   
Mynok


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No, ZOCs do NOT destroy rail lines. Converting hexes to your control does. ZOC will stop enemy usage of rail in the hex however.

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RE: Army attachements to HQ - 3/10/2011 11:15:35 PM   
randallw

 

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You cannot change security divisions to regular infantry, nor ( permanently ) change regular infantry to motorized; you can temporarily motorize a regular infantry, which will cost APs and pull trucks from your vehicle pool.

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RE: Army attachements to HQ - 3/11/2011 8:43:00 PM   
findmeifyoucan

 

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Ok, thanks.
Correct me if I am wrong but when you press the hotkey r, don't the red dots mean destroyed or damaged rail lines and if so then that means that your zones of control do damage rail lines. That you do not have to move into the hex in order to damage the rail line.
Also, if you do not auto attach your ground units to the closest HQ and if your ground units are way out of range of their original HQ will they automatically attach to the nearest HQ?
I did also try starting turn 1 in another game with just attacking Russian Air Bases rather than saving them for ground support and yes it does work a lot better. Also a lot less Russian A/C ground suporting their own units when you are attacking them quite obviously!! lol Thanks for the advice.

(in reply to randallw)
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