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Assault HQ - To big a buff to CC?

 
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Assault HQ - To big a buff to CC? - 8/25/2021 5:29:45 PM   
APrusty

 

Posts: 12
Joined: 12/28/2020
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I have for some time now been pondering about Assault HQ's and their increase in command capasity or CC.

"When a unit is made an Assault HQ its Command Point
Capacity is multiplied by 5 and divided by 3 and this new
value is shown on the HQ unit bar (6.5.6).
The command capacity of all attached HQs is increased
by 4/3 (so, for example, if the standard value is 9 this will
be increased to 12)." Manual


In another thread Yogol posted about his use of Assault HQ's:

quote:

Personally, I reorganise the entire German Army in turn 1 and 2: all units are removed from the 9th, 16th and 17th army and distributed over the assault armies. I use the HQ of those three to create super depots.

I put 4 corps in each army (with only 3 units in non-assault armies, so they can all break down into brigades to create a front): 4th panzer & 18th in the north, 2nd panzer, 3rd panzer & 4th in the centre and 1st panzer, 2nd & 6th in the south. The 2nd is also set to assault.

This leaves me with 7 bad corps HQs (I, VI, XIV,...) without any fighting units in them. I put those HQs in the 17 army with only a single RAD unit attached to them, so I can micro-manage where they will repair each turn.

That way, I only have to replace two bad German corps HQs, the only two bad ones that have fighting units under them.

.

The Anton group is a mess, with only two good corps in the 11th army (XI and LIV) where I place 4 German units in each and all the SUs. The rest, sorry to say, just isn't up to the task.


I personally think the CC increase is a bit to big. And I find creating BIGGER Assault HQ's, to be an easy fix, opposed to really shaking up the entire command ladder.
What do you think?

< Message edited by APrusty -- 8/25/2021 6:28:52 PM >
Post #: 1
RE: Assault HQ - To big a buff to CC? - 8/25/2021 6:03:38 PM   
AlbertN

 

Posts: 3693
Joined: 10/5/2010
From: Italy
Status: offline
Presently I do not feel the Assault HQ a problem for the Axis but much so for the Soviets.

The Axis already struggles an amount (Or certainly I do), having a window of time to accomplish a specific amount of VPs.
Yes - I do struggle by already maxing out Assault Armies.

The point is that Germans have to advance.
When you move, you spend CCP. When you move in a non administrative way, you spend -more- CCP.
And you gain CCP by having strategic movement less.

Let's assume German average Infantry Division has 12 MP (Between 8 and 16). 200 SMP / 12 = 16.6 SMP used per MP spent.
So a unit spending 10 MP instead of 12 will have 32 MP, which means ... 2 CCP (1 CCP every 12 SMP left!), * 3 due to (supposedly) being in friendly hex non adjacent to enemy.

The problem is sourced by the Soviets - that can be positioned in 'Insert Bad Terrain in Strategic Spot hex'. Then sit there with 200 SMP each turn!
They sure can have -2- Assault Fronts - but their Stuff are HUGE.
All of their movement is Administrative due to no Partisan, Logistic strikes from German end are 99% unescorted and thus not performed, and you'll have massively prepared, fresh and rested, well supplied Soviet forces against fatigued and exhausted, at times maybe not even too well supplied Axis troops.

As soon as Germans need to start regiment stuff too - troops will find their way back to the various 'not that good' corps that have been shoved away.

Said that - I believe it may be healthier for the game that Assault HQ formations though (both ends) do not have increased command capacity; and to hinder further Soviet Assault formations for balance sake in other ways.

(in reply to APrusty)
Post #: 2
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