Flashfyre
Posts: 330
Joined: 10/6/2000 From: Waynesboro, PA, USA Status: offline
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Rallying, both by player attempts and the autorally routine, use leader rally ratings in an ascending order: first the unit leader, then the formation leader, then the company leader, and last the battalion leader.
Foe example: squad C2 is supressed; the sgt attempts rally-if he fails, the C0 2ndLt attempts, if in contact with C2 (visual or by radio) within command range. If he fails, the B0 Cpt attempts to rally, again if in contact with, and in range of, C2; finally, if the Cpt fails, the A0 Colonel tries, if in contact and range. Once he fails, there is no higher leader to try.
What this means is that if the C2 unit is within 3 hexes of the C0, B0, and A0 unit, and in contact with them, it has 4 steps of rallying possible.
So having a HQ unit is useful; especially if C&C is on. Then order points are passed down from higher leaders to lower, by radio.
But the A0 unit is very costly if lost; usually on the order of 100+ points, which your opponent gets, for knocking off the Colonel and his staff. This also creates a "force morale" adjustment when playing the AI; it adds a lot of supression to many of the opposing units, and may "break" the force morale, leading to an early end of the game.
The moral of this is: Protect your A0 unit at all times, and search out the enemy's and destroy it.
As to the question of replacing, in designed scenarios, the A0 unit can be changed into any unit available. You may see A0 tanks (a la Guderian), bunkers, or armored cars. Or any unit. Depends on the designer's idea for that opposing force. In campaigns, I am not familiar with what happens when the A0 unit gets wiped out, as I've never had that happen; mine always stays well to the rear, and evacuates if the battle gets too close. I would think it would allow you to "repair" that unit, keeping it the same foot HQ; however, you may also be able to "change" it as you would any other core unit.
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