morvael
Posts: 11762
Joined: 9/8/2006 From: Poland Status: offline
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1. The new HQBU rules in 1.08 are much more flexible. Make sure your units are within 6 hexes of the HQ, the HQ is within normal supply system range (25 hexes, 100 MP), and each unit has at least 1 MP. That way they will be eligible for buildup, but obviously you would get more supplies when the HQ would sit directly on a railhead, and all its units would be immobile for a turn. This is just a way of making sure more supplies will reach units at a cost of more trucks used and AP spent. On the other hand they won't perform miracles if your units are very far and the supply system is struggling (truck shortages etc). Do not use HQBU if you're short of trucks, or if you don't have a clear goal for units doing HQBU (surround enemy forces, capture important city). Better to advance at steady speed, without outrunning rail system and then having to do a HQBU just to restore the ability of units to move. There must be a clear purpose for doing a HQBU so that it pays off. 2. Only the airbases with transports have to be kept close to railhead. Other airbases will work at some distance from it (just like units). Airbases do not suffer penalty when they resupply individually, not through their parent HQ, so they can be spread out outside HQ range. Obviously do not move too far, as you will put them out of supply range and do not risk them being overrun by enemy units. 3. Unit box (and tooltip) in 1.08 show averaged leader rating - IMHO for Germans the poor ones are those below 5.5 in Infantry Corps and 6.0 in Panzer Corps. Higher levels (Army, Army Group, O.K.H.) should focus on commanders with high morale rating, other are not so important. 4. I think there are special tactics for turn 1 bombing (and destruction of VVS in general), maybe someone will help you there. When an airbase has a lot of damaged aircraft it's best to displace it by moving land unit next to it, during that process it will lose a lot of planes.
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