Relocating surrounded HQs. (Full Version)

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Sarcasmmm -> Relocating surrounded HQs. (6/1/2021 6:12:13 AM)

I just noticed that for soviets you simply can relocate all HQ units from any pocket and they can escape encirlement.Is HQ unit can be even destroyed in WITE 2 or it's always survives just like in old patches for Wite 1?




Beethoven1 -> RE: Relocating surrounded HQs. (6/1/2021 7:15:30 AM)

The HQs themselves don't get destroyed, but when they are displaced they lose equipment from their TOE and also the leaders can get killed if you are unlucky (or lucky if it is a bad leader that you want to get rid of anyway [;)] )




MishaTX -> RE: Relocating surrounded HQs. (6/1/2021 1:47:42 PM)

Yeah. It's not without a potentially huge price tag. Personally, I'd think twice about hitting "relocate" if I accidentally due to a poor move got Zhukov surrounded [:)]




juv95hrn -> RE: Relocating surrounded HQs. (6/1/2021 1:53:17 PM)

But early turns its worth it at times. It could be a convenient way to replace very bad leaders, with better ones, for free. For a 10% attached resources price tag per shot.




MishaTX -> RE: Relocating surrounded HQs. (6/1/2021 1:56:31 PM)

Absolutely. If it's a crap leader, and you have plenty of those as the Soviets, it might even be a good investment to save the APs of firing him by having RNGesus kill him with a "relocate" command. You're most likely not going to be all that concerned about him and his staff if they're surrounded anyways. [:)]




Bamilus -> RE: Relocating surrounded HQs. (6/1/2021 3:08:52 PM)

Or do what I did as Axis and accidentally hit relocate HQ in your first game because I thought it's how you moved HQ's long distance via the railyards. That was mid-way through a turn and I had to restart the turn lol




PeteJC -> RE: Relocating surrounded HQs. (6/2/2021 1:58:25 PM)

So if I am understanding this correctly when an HQ unit gets destroyed it just regenerates back in controlled territory along with its leader at the time. If so, from a purely historical accuracy standpoint (not max/min gameplay) wouldn't it be a good house rule to relocate hopelessly surrounded HQs? I have a few rules to help keep things as historically plausible.




loki100 -> RE: Relocating surrounded HQs. (6/2/2021 2:35:06 PM)

in the main yes, which matches what mostly happened. A surprising number of HQ staff got out of the 1941 pockets and formed the cadre for its recreation. Grossman's novel Life and Fate has 2 Soviet officers at Stalingrad comparing how many times they have been cut off and had to get out so it was a sort of fact of life.

I think you take less losses for a forced relocation than for a voluntary one

the exception here is a HQ in a city fort that is destroyed when isolated will not be reconstituted. I guess this reflects the nature of the final fighting with much less scope to slip out or for dispersed elements to escape being encircled




PeteJC -> RE: Relocating surrounded HQs. (6/2/2021 4:57:02 PM)

As Soviet player against German AI I tried to relocate my HQs that wree surrounded on turn 1 and all they did was move to another hex WITHIN the same pocket. I thought they escape??




loki100 -> RE: Relocating surrounded HQs. (6/2/2021 5:45:36 PM)

23.13:

"Note: voluntary relocation of a headquarters unit (21.11.9) has the same adverse effects as a displacement move, and the HQ unit will not relocate to its HHQ unit, but always to a nearby town, city or urban hex."

so no guarentee it will exit a pocket, one reason if you have a large pocket not to do this voluntarily (unless you really need the HQ)




PeteJC -> RE: Relocating surrounded HQs. (6/2/2021 6:07:08 PM)

Thanks. That is neat. I like how it can't be used to just magically teleport away. Can only make the break when the pocket is small and they are down to the last hour.....




latosusi -> RE: Relocating surrounded HQs. (6/28/2021 5:05:34 PM)

Do Soviet air headquarters also relocate?




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