Peltonx -> RE: My Axis first turn basics (10/7/2014 10:14:26 PM)
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ORIGINAL: BJP III quote:
ORIGINAL: morvael 1) Same hex or next one in proper airbase terrain. If in the same hex remember to use manual drop and select HQ as target. 2) Impact of high leader skills is much higher than 20%. It's in terms of orders of magnitude :) Of course mixing units from different HQs in one battle costs you some CV, and should be avoided where it matters, but it's not as big as leaders. 3) HQs with higher need will proportionally ask for and get more. I think it's not that important when there is no global resource shortage. Usually at some point only vehicles (trucks) are limited, and at this point attaching non-motorized SUs to motorized combat units is not a good idea (though nowhere near to what disaster it was before being patched). On #1, it seems to me that it works better to drop fuel on specific units rather than on HQs. In particular, MOT divisions benefit a lot more from fuel drops than do Panzers, because they use a lot less fuel (in gallon/ton terms). Also, if a HQ has too much fuel at the end of a turn, don't they send it back? On #2, I have never been clear on how HQs work in a mobile situation. AIUI, once an HQ moves, it can no longer allocate support units. Is that correct? But a corps HQ cannot allocate SUs to a combat more than 5 hexes away (which seems to be pretty much all of my Panzer/MOT attacks, at least early in the game), so SUs are kinda moot. Now, should you move the HQ to be within 5 hexes of a combat to add the leadership benefit (or prevent a penalty) or does moving it negate the added benefit? On #3, relating to the point about MOT units, if you attach AFV SUs to a MOT division, it will use a lot more fuel, correct? I did not think, though, that the number of SUs in the HQ has any effect on the MPs that the attached divisions will have. I thought that was a function of (a) the distance of the HQ to the supply head, (b) the unit's distance to its HQ, (c) leadership ratings, and (d) die rolls. Is that right? #1 I would not be so sure about #1 in the "future" morvael, I have run tests. I do air drops at the end of a turn to Corp HQ's You can test not hard.See what your MP's and fuel level are the next turn. #2 You assign the SU's to divisions as Katze is doing at the start of turn 1 before moving- Stugs, Flamm PZs and pioneers. Like Riga assault which works 100% of the time. Assign pioneers move divisions next to Riga then move HQ withen supply range. I always keep HQ's withen 5 hexs. Do all ground attacks then do fuel drops to HQ's - AGS I set-up one Corp with all MoT Divisions. #3 Keep HQ's withen 5 hexes of any attack. Leaders are important, but I only make 1 change per turn starting turn 2 until around turn 7. AP's are needed for HQBU's, moving arty's into 16t Army and attaching SU's to divisions.
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