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  #1  
Old October 18th, 2009, 04:54 PM

stormbringer3 stormbringer3 is offline
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Default Changing the AO unit.

I know that the overwhelming consensus is to never change the AO unit. I completely understand that changing the AO into an armor unit is looking for a sudden game over. My question is what are the downsides to changing it to another infantry type unit such as a mountain unit to match the rest of my mountain infantry. I always have 3 FOs as part of my core force so I don't use my AO as a spotter.
Thanks for any opinions.
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  #2  
Old October 18th, 2009, 09:24 PM
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iCaMpWiThAWP iCaMpWiThAWP is offline
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Default Re: Changing the AO unit.

Don't bother changing it, simply hide your AO as far as you can front the battle
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  #3  
Old October 19th, 2009, 02:40 AM
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Mobhack Mobhack is offline
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Default Re: Changing the AO unit.

Quote:
Originally Posted by stormbringer3 View Post
I know that the overwhelming consensus is to never change the AO unit. I completely understand that changing the AO into an armor unit is looking for a sudden game over. My question is what are the downsides to changing it to another infantry type unit such as a mountain unit to match the rest of my mountain infantry. I always have 3 FOs as part of my core force so I don't use my AO as a spotter.
Thanks for any opinions.
If you have enough spotters, then you could change A0 to a grunt type. But that might make you use him in combat more, and so risk losing him and ending your campaign (if not a PBEM). You also would need a bigger vehicle than a jeep to move him about.

The HQ (whatever you decide to make him) is not intended to get engaged in combat.

Andy
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  #4  
Old October 19th, 2009, 06:14 AM

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Default Re: Changing the AO unit.

Changing the AO unit to a regular ( full sized ) infantry squad, has no drawbacks and several advantages in the Long Campaign.
First it is more survivable from heavy artillery fire.
Second it can fight of a sneaky rear area infiltrater.
Third if it has ant AT weapons it won't get massacred by an
enemy tank that makes a rear area soft target hunt.
I have had several long campaigns ended due to Hvy Arty killing the AO on the first turn pre bombardment. Two hits from 150mm will kill a six man AO. A full size squad may survive to rout away.
Playing any allied side, The AO can come to grief from a pair of SMG armed scouts creeping up. Not to mention the invisable Japenese. If it is full sized with integral MG, it can supress and withdraw or even kill such a pest.
I agree its best not to send AO into main fray. But it does not hurt to give it better self defense ability.
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Old October 21st, 2009, 02:50 AM
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Default

Quote:
Originally Posted by Mobhack View Post
Quote:
Originally Posted by stormbringer3 View Post
I know that the overwhelming consensus is to never change the AO unit. I completely understand that changing the AO into an armor unit is looking for a sudden game over. My question is what are the downsides to changing it to another infantry type unit such as a mountain unit to match the rest of my mountain infantry. I always have 3 FOs as part of my core force so I don't use my AO as a spotter.
Thanks for any opinions.
If you have enough spotters, then you could change A0 to a grunt type. But that might make you use him in combat more, and so risk losing him and ending your campaign (if not a PBEM). You also would need a bigger vehicle than a jeep to move him about.

The HQ (whatever you decide to make him) is not intended to get engaged in combat.

Andy
Since we on this topic,

I'm playing the first battle of a pbem campaign.

My opponent landed some gliders near my A0 nearly on top of them to be more exact!

Luckily,some were shot-up upon landing and maybe routed, i killed a sniper, but i could still lose my HQ.

If that were to happen,would this mean the campaign is over?

I know playing against the AI it would "checkmate" Your are done!,but first time this situation has happened in this way.

You seem to infer that in Pbem campaigns,gives me hope, it's not "checkmate",

Last edited by gila; October 21st, 2009 at 03:11 AM..
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  #6  
Old October 21st, 2009, 07:28 AM
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Default Re: Changing the AO unit.

Quote:
Originally Posted by gila View Post
Quote:
Originally Posted by Mobhack View Post
Quote:
Originally Posted by stormbringer3 View Post
I know that the overwhelming consensus is to never change the AO unit. I completely understand that changing the AO into an armor unit is looking for a sudden game over. My question is what are the downsides to changing it to another infantry type unit such as a mountain unit to match the rest of my mountain infantry. I always have 3 FOs as part of my core force so I don't use my AO as a spotter.
Thanks for any opinions.
If you have enough spotters, then you could change A0 to a grunt type. But that might make you use him in combat more, and so risk losing him and ending your campaign (if not a PBEM). You also would need a bigger vehicle than a jeep to move him about.

The HQ (whatever you decide to make him) is not intended to get engaged in combat.

Andy
Since we on this topic,

I'm playing the first battle of a pbem campaign.

My opponent landed some gliders near my A0 nearly on top of them to be more exact!

Luckily,some were shot-up upon landing and maybe routed, i killed a sniper, but i could still lose my HQ.

If that were to happen,would this mean the campaign is over?

I know playing against the AI it would "checkmate" Your are done!,but first time this situation has happened in this way.

You seem to infer that in Pbem campaigns,gives me hope, it's not "checkmate",
My bold added to emphasise what I said.

Game Guide->CD Extended Features->PBEM Campaign
Paragraph beginning "In addition, unlike in the regular campaign the loss of your headquarters..."

Andy
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  #7  
Old October 19th, 2009, 10:53 AM
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Default Re: Changing the AO unit.

Quote:
Changing the AO unit to a regular ( full sized ) infantry squad, has no drawbacks and several advantages in the Long Campaign
Think what you want him to do a standard HQ is size 0 so hard to spot, perhaps a good use is to stick him on a flank at start as a pair of eyes with a covering platoon. He can act as FOO & help rally the probably out of contact platoon if need be. Size 0 also alows him to be a good trailing scout once enemy morale is broken making assisting nearby units more effective & letting him help keep them running if its safe to do so. Remember keeping him unsuppressed is important shadowing a company leader perhaps to maintain contact & size 0 helps him avoid trouble.
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Old October 21st, 2009, 02:26 AM
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Default Re: Changing the AO unit.

Playing against the AI and pbem,it would be foolish to use A0 in any offensive role and make it bigger and more easily detected,or smaller and easier to kill by stray arty. or surprise rear attack,so why change it?
{EDIT}
Not to mention in changing you will lose experience perhaps other abilities as well.

Last edited by gila; October 21st, 2009 at 02:38 AM..
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  #9  
Old October 21st, 2009, 12:12 PM

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Default Re: Changing the AO unit.

Quote:
Originally Posted by gila View Post
Playing against the AI and pbem,it would be foolish to use A0 in any offensive role and make it bigger and more easily detected,or smaller and easier to kill by stray arty. or surprise rear attack,so why change it?
{EDIT}
Not to mention in changing you will lose experience perhaps other abilities as well.
Thanks for all the responses. Gila mentions the usual experience loss and combat issues, but also mentions "perhaps other abilities as well." That is what I'm hoping to find out. What would the other ability loss be?
Thanks.
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  #10  
Old October 21st, 2009, 01:36 PM
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Default Re: Changing the AO unit.

Quote:
Originally Posted by stormbringer3 View Post
Quote:
Originally Posted by gila View Post
Playing against the AI and pbem,it would be foolish to use A0 in any offensive role and make it bigger and more easily detected,or smaller and easier to kill by stray arty. or surprise rear attack,so why change it?
{EDIT}
Not to mention in changing you will lose experience perhaps other abilities as well.
Thanks for all the responses. Gila mentions the usual experience loss and combat issues, but also mentions "perhaps other abilities as well." That is what I'm hoping to find out. What would the other ability loss be?
Thanks.
Gila sums it up pretty much, HQ is in effect a large scout unit with reasonable FOO capability & quite good armament for a scout type so what you lose depends on what you change it to.
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