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Wiped out Hq, should I go with a Coastal Gun?

 
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Wiped out Hq, should I go with a Coastal Gun? - 6/28/2001 8:07:00 PM   
cward

 

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Joined: 7/5/2000
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Hey due to a foulup I got my HQ group wiped out.. I chose Replace and was given the option of choosing a Coastal Gun as the replacement unit? Are you supposed to be able to choose this or hell Mule Team as your HQ unit?

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- 6/28/2001 8:33:00 PM   
Warrior


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Unless you're playing with Command Control on, HQ's are not essential (in my opinion). I'm much prefer to have an extra FO or two any time. But if you have no choice, take the thing that shoots. You replace it next round.

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- 6/28/2001 8:39:00 PM   
cward

 

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But if you keep them close to the action dont you get another chance at rallying?

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- 6/28/2001 8:44:00 PM   
Warrior


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Got me, I always have autorally on. But I think your platoon commanders will have more to do with that. (In fact, I usually keep my "big" HQ far, far away from the action.) Pressing the "R" key will attempt rally with any unit. (This can be helpful if you've lost sight of the enemy. Doesn't always work, but enough to be worth the try.)

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Retreat is NOT an option.



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- 6/28/2001 8:59:00 PM   
Jack

 

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Joined: 5/25/2000
From: Canada
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As far I know even with CC off the extra leader can aid in the reduction of supression. I would rather use my HQ up close in an email game and lose him rather than never have use him at all.

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- 6/28/2001 9:52:00 PM   
Flashfyre

 

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Joined: 10/6/2000
From: Waynesboro, PA, USA
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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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- 6/28/2001 10:05:00 PM   
Kluckenbill

 

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From: Lancaster, PA, USA
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I usually upgrade my A0 to a good, fast tank when I can afford the points. I also turn an infantry unit into a scout and reassign it to A0 (as A1) and ride on the tank to give it better observationa and some local anti-infantry defense. I try not to use the A0 in combat too much, but its useful to have a mobile unit to get to where the action is happening in order to assist with morale. The only drawback is that the tank is more easily observed by the enemy than an infantry unit.

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