HQ locked (Full Version)

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whoofe -> HQ locked (8/4/2015 3:09:34 PM)

can someone please explain what are the advantage/disadvantage of having HQs locked?

thanks




RedLancer -> RE: HQ locked (8/4/2015 3:24:56 PM)

You can argue what is an advantage or disadvantage depending on your approach to micro management.

With Locked HQs SUs stay where you assign them instead of using auto distribution based on HQ support levels (see 7.7.3.2) - but you have to do all the moving and organising of SUs yourself.




whoofe -> RE: HQ locked (8/4/2015 3:33:14 PM)

so unlocked would be less management but a chance of not getting the proper support units where you may want them?

kinda like having the AI manage the air directives, I suppose...?


thanks, that gives me an indication at least




RedLancer -> RE: HQ locked (8/4/2015 3:45:29 PM)

Exactly that. SUs used wisely make a huge difference - some players attach lots of AA units to Pz Divs, Engrs are really important for breaking down fort levels and massing arty for attacks is important too.




Uxbridge -> RE: HQ locked (8/4/2015 9:23:25 PM)

Have a related question. My bridgehead in Normandy have 30 as the highest port value, but many of my armour units have a higher transport cost. Therfore they're stuck in Britain. I tried to lower the TOE on these units in the hope that some weapons would go back to the pool, making them lighter. It didn't happen. Is this as it should be, or is there something I did wrong?




Helpless -> RE: HQ locked (8/4/2015 9:31:59 PM)

Lowering TOE doesn't send anything back it just prevents unit to get replacements.

Can you try to split your units?




Uxbridge -> RE: HQ locked (8/4/2015 9:39:59 PM)

Japp, but stacking will turn it into a nightmare once ashore. They have to end up in different hexes. One solution could perhaps be to split them into brigades, disband one, set it to 10% TOE when it reappears in Ireland and then build it up again. But it's very time-consuming. Suppose I have to put smaller US armour under British command.




Harrybanana -> RE: HQ locked (8/5/2015 3:02:20 AM)


quote:

ORIGINAL: Uxbridge

Have a related question. My bridgehead in Normandy have 30 as the highest port value, but many of my armour units have a higher transport cost. Therfore they're stuck in Britain. I tried to lower the TOE on these units in the hope that some weapons would go back to the pool, making them lighter. It didn't happen. Is this as it should be, or is there something I did wrong?


Have you tried landing the armour unit on a beachhead (ie a temporary port) rather than a permanent port. I have never had a problem landing an armour unit (even with 3 support units) at a temp port. If have tried this and it doesn't work than I can only think that you must have some very heavy support units attached.




RedLancer -> RE: HQ locked (8/5/2015 5:37:10 AM)

Good point - if you didn't spot it in the docs - unloading units at a temp port are 'free' as it is considered as landing craft on a beach.




Uxbridge -> RE: HQ locked (8/5/2015 6:56:10 AM)

I see. Problem is, it was the beachhead I tried to land at. And I got the message that there wasn't sufficient port facilities (or something like it). The highest temporary port capacity I have is 30 and these units are around 32-33 000 in weight. I have now sent the file to my opponent, but I have some earlier saves. If close enough to the situation I might be able to try it before his turn comes back.




Devonport -> RE: HQ locked (8/5/2015 7:08:48 AM)

You can also get the insufficient port capacity message if it is too big for the port of departure, either because it is simply too big or because other units have already been shifted through on the turn.




Uxbridge -> RE: HQ locked (8/5/2015 7:15:16 AM)

I tried it. The text reads 'Not enough remaining port capacity'. This comes up when I try to unload.




Uxbridge -> RE: HQ locked (8/5/2015 7:34:36 AM)

Wait, I'm having a mixed success and beginning to see a pattern here.

I have four beaches. Two of these are ordinary temporary ports with 30 each in capacity. The second two are temporary ports with Mulberries. It's the Mulberry that prohibit landing of the armour units. Since I placed the Mulberries there (I now see this should have been done only after additional consideration), the temporary ports have turned into permanent ports. Therefore -- I found it in the manual -- only two of my beaches can take the heaviest armour units.

But, anyroad, I'm not stuck anymore. [:)]





ivaldi -> RE: HQ locked (8/5/2015 9:14:51 AM)

HQ Locked makes the game more difficult?




whoofe -> RE: HQ locked (8/5/2015 1:24:53 PM)

quote:

ORIGINAL: ivaldi

HQ Locked makes the game more difficult?


not necessarily more difficult...

more manual/less automated is the way I would look at it

you have more control over your support units, but you have to do the work yourself to get them placed

see red lancers post which I quote here:

quote:

ORIGINAL: Red Lancer

You can argue what is an advantage or disadvantage depending on your approach to micro management.

With Locked HQs SUs stay where you assign them instead of using auto distribution based on HQ support levels (see 7.7.3.2) - but you have to do all the moving and organising of SUs yourself.






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