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Staff - 4/16/2011 7:15:18 AM   
DakaSha

 

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Joined: 4/13/2011
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I just dont get the mechanic.. the manual doesnt do to good of a job of explaining.

Staff is good I suppose.. However I wouldnt know why.

1) What happens when i dont have enough staff?
2) Does having more then 100% do any good?
3) What do the tech upgrades for staff do?
3) What is the combat and moral +% when you hold the mouse over a units HPQ/Staff rating? Ive never seen it above 0%

thanks

edit: I feel like an idiot. I was looking at the HQ when checking the stat mods :P Now that ive actually seen the effect it makes sense :P

< Message edited by DakaSha -- 4/16/2011 9:51:44 AM >
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RE: Staff - 4/16/2011 11:04:45 AM   
Josh

 

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Joined: 5/9/2000
From: Leeuwarden, Netherlands
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Staff gives you a bonus for you troops in both attacking and defending, so it certainly is a good thing to have them around.
I try to keep them at 100%, less is less bonus. Too many though gets your staff experienced more slowly as the exp points will have to divided among more staff. So I keep them around 100%
Tech upgrades gives your troops more bonus, and don't underestimate the power of that. There's a reason as to why that is so expensive, you immediately will see the difference between Staff I and II, your troops are much more effective. 

(in reply to DakaSha)
Post #: 2
RE: Staff - 4/16/2011 7:31:55 PM   
SSFSX17

 

Posts: 182
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From: California
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quote:

ORIGINAL: DakaSha
3) What is the combat and moral +% when you hold the mouse over a units HPQ/Staff rating? Ive never seen it above 0%


This is influenced by the proximity of units to their HQs, the readiness of the Staff, and other factors. This is why many players use a two-tiered hierarchy of Supreme HQs (which get supplies, then distribute them) and Tactical HQs (which hold the Staff, and may receive produced/trained units as well).

(in reply to DakaSha)
Post #: 3
RE: Staff - 5/9/2011 9:29:22 AM   
lion_of_judah


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quote:

ORIGINAL: SSFSX17

quote:

ORIGINAL: DakaSha
3) What is the combat and moral +% when you hold the mouse over a units HPQ/Staff rating? Ive never seen it above 0%


This is influenced by the proximity of units to their HQs, the readiness of the Staff, and other factors. This is why many players use a two-tiered hierarchy of Supreme HQs (which get supplies, then distribute them) and Tactical HQs (which hold the Staff, and may receive produced/trained units as well).


I use a Supreme HQ which distributes supplies to tactical HQ's with one difference. I send all my production to the supreme HQ, then it distributes the needed material to the subordinate HQ's which then distribute replacements to frontline and new units. There is a drawback though by doing it this way if those tactical HQ's create new units same turn as they receive replacements since the newly created units take a turn or two longer to mobilize.

< Message edited by lion_of_judah -- 5/9/2011 9:32:28 AM >

(in reply to SSFSX17)
Post #: 4
RE: Staff - 5/9/2011 9:33:06 AM   
lion_of_judah


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another question.... just how many Staff units are best for each tactical HQ and should one limit the number of units each HQ controls....

(in reply to DakaSha)
Post #: 5
RE: Staff - 5/9/2011 9:45:15 AM   
Josh

 

Posts: 2576
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From: Leeuwarden, Netherlands
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You mean how many subordinate HQ's to a Supreme HQ? I'd say 4-5 tops. That is if I understand your question correct.
Each HQ controls... maybe 20-30 units max. More units is overkill and less efficient IMHO. That is because each HQ has a 6 hexes radius of 100% HQ bonus, each added extra hex is 20% HQ bonus less. So each HQ has a say 10 hexes wide front with the most HQ bonus, so therefore the question is how many units can you efficiently use on that scale. If the battle is tough it might be 30 units under one HQ, if it's a defensive task somewhere in some forgotten backwater hillbilly country it might be 5 or so.

(in reply to lion_of_judah)
Post #: 6
RE: Staff - 5/9/2011 9:51:37 AM   
lion_of_judah


Posts: 2113
Joined: 1/8/2007
Status: offline
quote:

ORIGINAL: Josh

You mean how many subordinate HQ's to a Supreme HQ? I'd say 4-5 tops. That is if I understand your question correct.
Each HQ controls... maybe 20-30 units max. More units is overkill and less efficient IMHO. That is because each HQ has a 6 hexes radius of 100% HQ bonus, each added extra hex is 20% HQ bonus less. So each HQ has a say 10 hexes wide front with the most HQ bonus, so therefore the question is how many units can you efficiently use on that scale. If the battle is tough it might be 30 units under one HQ, if it's a defensive task somewhere in some forgotten backwater hillbilly country it might be 5 or so.


I normally only have one Supreme HQ ( Army high command) , and at least 4-six Tactical HQ's or Corps as I call them in my games. Now if the country is large, then I have one Supreme HQ for the western theater and a Supreme HQ for the eastern theater cities/towns in each area send their supplies and production to the nearest one.



< Message edited by lion_of_judah -- 5/9/2011 9:59:43 AM >

(in reply to Josh)
Post #: 7
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