Tuhhodge -> HQ Buildup strategy and tactics (6/24/2013 11:33:40 AM)
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I'm a newbie so please be kind. I see many AARs where players are able to advance incredible distances with their leading elements on Turn 1. By comparison, after breaking through the frontline my units might move ten hexes before exhausting themselves. There are exceptions to this and I've improved with experience. In my latest restart, by breaking the frontline with second rate infantry and then exploiting with fresh Pz Divs, I've massively improved my ability to penetrate deep into Soviet territory. Nevertheless, I see AARs by players who are creating massive pockets all over the map, travelling distances that dwarf what I can manage. 1. I presume players are using HQ Buildup on Turn 1 to bump up MPs for motorised corps in order to advance hundreds of miles in the first week? 2. Compared with the actual achievements of the Axis spearheads, are these results gamey or realistic? 3. What are the basic tactics for using HQ Buildup in the context of Turn 1? 4. I know there are detailed rules determining the effects of HQ Buildup on the motor pool and overall supply, but in simple terms how does the constant use of HQ Buildup effect overall logistics? Many thanks to anyone who has the time to reply. Tom
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