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Old June 26th, 2018, 03:35 PM
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Default Re: Missing / Lost Scenarios

Thanks Andy for those valuable points! I'll fix 551, I saw the HQ unit class but was thinking it was for the A0 unit only, so I can safely change it from a rifle squad to HQ rifle unit (class)? Essentially, I think they should be the company HQ unit (those FOO's).
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Old June 26th, 2018, 04:33 PM
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Default Re: Missing / Lost Scenarios

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Originally Posted by zovs66 View Post
Thanks Andy for those valuable points! I'll fix 551, I saw the HQ unit class but was thinking it was for the A0 unit only, so I can safely change it from a rifle squad to HQ rifle unit (class)? Essentially, I think they should be the company HQ unit (those FOO's).
The HQ unit is there to be A0. If the A0 unit is the default HQ unit class it has enhanced FOO characteristics. If it is changed to another type, it loses that - unless it was made an FOO class (including an observation helo, but doing that would lead to more dead Hqs, since players and the AI will tend to kamikaze those!)

Making a company HQ an HQ unit class is a pure waste of time. Company HQs are not the A0 unit, so there are absolutely no benefits to a unit other than the A0 for being of that class. It will just put a big "kick me" sign on your CHQs against any human opponent - precisely why we do not have "command tanks" etc. that serve no game function other than to mark them for early destruction by a human opponent.That has of course not stopped some OOB designers from using some "special" Unit Class infantry as CHQs, say the only use of e.g. the medium infantry in a particular OOB - which human players will twig very quickly if fighting against these armies where the designer oh so "helpfully" did this.

The habit of changing the A0 to another type comes from SP1's long campaigns I think since you could only have 24 core units, so making the boss a tank was worthwhile because then you had that extra combat unit to contribute to the fight.

In our games, the HQ should remain as an HQ Unit Class. He can then call for fires almost like an FOO but if attacked then he has survival chances like a small rifle section would. If you make him a tank, the user will risk him or the enemy air may zap him in an airstrike since AFV stick out to planes unlike foot units. Losing the A0 loses any campaign (except the human v human) and has a bad effect on morale (especially when tipping the balance to "force broken" status) and he serves as the real link to off-map units so off map arty will go off the net more often if he is destroyed or routed. Battalion HQ's job is to hide in the rear and avoid conflict.
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Old June 26th, 2018, 04:43 PM
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Default Re: Missing / Lost Scenarios

Totally get you on the A0 unit. Most of the scenarios (IIRC) I have designed or created for the game I leave the A0 alone, I know (from experience, lol) that loosing your A0 in a Campaign is the end.

So what I did for now (what I just uploaded to the first post) is I changed those funky FOO's back to a rifle squad (and unfortunately, renamed them to HQ A Coy and HQ D Coy), so I think that should make them a 'normal' type of rifle squad in that slot as the HQ for the formation. It appears that when the original designer created this, he purchased two Brit Rifle coy.


Hopefully these 13 can be somewhat salvaged and used in the future, I have done what I can with the feedback I got so far.


It helped me kick back in to designing (converting lol) scenarios again (I did 20 ASL ones back when this was just DOS SPWW2), currently I have 6 almost done of 10 for one set of game conversion and I have
a few others in the works (ideas from the old tactical board wargames from the 70s I am converting).


Anyway thanks for your tips!
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