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Leaders, and HQ

 
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Leaders, and HQ - 3/17/2016 6:53:20 PM   
marion61

 

Posts: 1688
Joined: 9/8/2011
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After searching the forum I'm not quite sure if you can assign a unit without a HQ to a new one or if it is done automatically the turn after a HQ is destroyed.

My other question is, can leaders be changed at all? Or is it just a random event? The manual is not very clear on these things, or if it is I couldn't find a clear explanation of it. I know you can't remove theater commanders and the ones above you, but what about Army, Corps, Division leaders?
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RE: Leaders, and HQ - 3/17/2016 7:55:57 PM   
Tweedledumb

 

Posts: 55
Joined: 12/29/2015
From: Calgary, Alberta, Canada
Status: offline
There is a game mechanic by which Soviet divisions, whose HQ has been destroyed, can attach themselves to another Army. I think it involves the range between the division and the new HQ as well as the number of divisions the new HQ already has. This is from experience not the manual!

German divisions are added and removed with the reinforcement "Deploy" process outlined in the manual.

As far as removing/changing commanders, there are a few events which allow you to get better or worse commanders for German divisions. Above that level you're stuck with the personalities you start with.

For the Soviets, Khrushchev can remove Army and Front commanders and you can replace Marshals (Front commanders) with the "Release Marshal" Soviet command card. I think this is in the manual.

Stick with the game - it is amazing!

(in reply to marion61)
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RE: Leaders, and HQ - 3/17/2016 8:47:31 PM   
marion61

 

Posts: 1688
Joined: 9/8/2011
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Thanks, I agree the game is pretty awesome. Just bought it.

(in reply to Tweedledumb)
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RE: Leaders, and HQ - 3/18/2016 1:50:36 AM   
lancer

 

Posts: 2963
Joined: 10/18/2005
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Hi meklore,

Tweedledumb has covered most of it.

Any orphaned divisions with leaders in the Red Army have a % chance of being reassigned to the nearest viable HQ (not cut-off, etc.) each turn. It'll happen but perhaps not straight away.

The Germans have a more efficient and flexible command structure and if you loose a commander (Army or Panzergruppe) it'll be automatically reformed at the start of the following turn and all it's subordinate units reassigned.

You can change the leaders of the Soviet Army and Front level HQ's via your Command Cards, eg. 'Tsarist', or more typically, by using the cards of your troubleshooters - Zhukov or Khrushchev (fire them, shot them, leave them a loaded pistol and a bottle of vodka, etc.)

Cheers,
Cameron

(in reply to marion61)
Post #: 4
RE: Leaders, and HQ - 3/20/2016 4:57:54 AM   
Jonathan Pollard


Posts: 584
Joined: 2/25/2007
From: Federal prison
Status: offline
Actually, what Zhukov can do is improve the statistics of commanders he is with, either permanently by playing a card or temporarily just from his aura (presence).

< Message edited by Jonathan Pollard -- 3/20/2016 4:59:47 AM >


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