Zovs -> RE: HQs (7/12/2019 12:04:27 PM)
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Yes you have to double check the HQ units, in my scenario WIE I purposely set each HQ up with Security (MP, SS Polizei or NKVD) squads, AAA units, Engineering (regular Engineers, RR Engineer, Bridge Engineer) squads, Command and Support Squads (based on mostly Army level numbers) and horse transports or truck (light, medium or heavy trucks) if the HQ in question warranted those systems. So once the command squads take a beating then the formation will get disorganized (this was my design decision) and if the support squads get reduced then so will supply (again another design decision). The RR conversion rate that is automatically done by the game I deliberately set to 2 hexes for my scenario and then added RR engineers to the HQs but a low enough number that sometimes they can repair a RR in that week and other times not (so multiple HQ's may be needed), but I also added a few (precious you could say) dedicated RR Engineer units to both sides. So how does this effect my scenario? First the Polish, French and Russian units have a much lower number of Command Squads (2, 3 and 2, respectively) at the start of the war, and then as time goes on the Russian Army HQ got to 3 and then the Guards are at 4 per HQ, most all the minor countries have 1 command squad while Axis Minor Countries have 2 and IRRC Italy has 3. The CW usually has 5-7 and the US has has 4-7. The Germans mostly have 6-9. So in this scenario HQ are not meant to be in the front lines fighting, only as an extreme last resort.
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