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  #1  
Old May 19th, 2007, 07:35 AM

valo2000 valo2000 is offline
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Default HQ

what do you do with it? do you upgrade into a rifle section or into a jeep to make it more mobile?
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Old May 19th, 2007, 09:11 AM
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dlazov dlazov is offline
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Default Re: HQ

No!

Leave your A0 (HQ) unit as is. He is the "last" in line to rally your units. For example, if B3 fails to rally himself he tries B0, if B0 can't rally him then A0 will try.

If A0 dies or routs chances are your force will fall apart and retreat.

I believe this is all in the GG somewhere.
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Old May 19th, 2007, 09:22 AM

valo2000 valo2000 is offline
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Default Re: HQ

but upgrading it into something more combatworthy woukld help its survival or not?
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Old May 19th, 2007, 10:10 AM
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JohnHale JohnHale is offline
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Default Re: HQ


I presume you're talking about Campaign play?

Maybe.... maybe not. You then make it into more of a target for an airstrike etc - which is not good.

If you ever played the original Steel Panthers, where you had a max. of 24 (??) units in your core, it was a reasonable thing to do to upgrade it to a Tiger or something combat-worthy. With another 199 units available to play with now, just cross-attach a spare half-track or whatever to give it mobility. If you don't know how to do this - just ask.
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Old May 19th, 2007, 05:13 PM
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Default Re: HQ

Hi Valo,

I'd leave your HQ as is.

A Jeep is easy to spot and destroy, and is vulnerable to arty. If you want to make them more mobile, then load them into a jeep or half-track to move them, but then unload them in cover as soon as get there.

If you make HQ a tank, then it's a big target, that may have to fight and get shot at.

Your HQ is best used just behind your lines where your troops need rallying. Don't get them involved in a firefight. I keep a jeep or HT nearby to rush them out of trouble or to a sector that needs help. Sometimes I even keep a spare jeep nearby, as I've had my HQ's transport shot from under them more than once.

In SPWW2/MBT infantry are far more hardy then vehicles. Harder to spot and to kill.
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  #6  
Old May 20th, 2007, 04:56 AM
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Default Re: HQ

Good Day,

The second school of thought, is create some command tanks/vehiles, and convert in to these when possible. An armoured CP can stay closer and rally more units, however you may die easier, of course in real life this happened often enough.

I'd say it depends on your level of expertise, just starting, leave the HQ as is. If your looking to make a campaign more interesting, I personally always man my HQ and like to be in the thick of things. Sometimes I don't make it, C'est l;guerre

Cheers, Bob
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  #7  
Old January 11th, 2009, 04:43 PM

montieth montieth is offline
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Default Re: HQ

I re-enact WWII british recce, so I'm intimately familiar with British Staff tables for the same.

I Modified my Recce Regiment HQ elements to be a 3 man section that can be moved around in a Humber 4x4. The Squadron HQ is a Humber LRC (Ironsides MkIII) because that's what the OC of the squadron had for a rover. I move that arouind as need as the Squadron OC is going to want to eyeball things for himself. He has a backup HQ mounted in truck which stay at a rear point.

Technically your HQ's should not be one element. They weren't in reality. USually you have the OC (Sunray) in one vehicle and location and the Sunray Minor (the XO) back at the CP.
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