Old Boardgame Grognard
- Aug 31, 2008
I see potential then to simply mod (increase) the speed buff increments on the upgrade to simulate the required effect for Mech HQ speed ... or am I missing something there?Well, you can increase their speed with mobile warfare, but that still only gives you 0,5 kph/upgrade, so 6 kph by 1944. So a 1944 HQ moves faster than cavalry, but that's about it.
I agree that under human control it only makes sense to consolidate to save on leaders and/or officers.
The circumstances are quite different, but with Turkey in my game, it was a mixture of both these points. There are significantly fewer generals available for the divisions fielded, even after the advent of 5 brigade divisions, so putting spare slower divisions in HQs made some sense there (normally slower stuff like militia, inf, AA or AT that were left over from the front line divs).My point was actually the opposite, with human control of HQs you can actually make them fight whereas with AI control it's largely a waste of the officers/MP/IC you spent on the attached brigades.
The other aspect was having relatively thin concentrations of units for the frontage covered, in defence and now in attack/breakthrough. Essentially, the corps HQs became rather useful secondary defence and even attacking formations that could bolster front line efforts. They have proved rather useful and quite effective in that regard.
They have also performed a holding function on occasion, particularly while waiting for the 5 brigade reorg, or for brigades to be produced that would be amalgamated into new divisions once there were enough of them.
But I suspect most of these factors would not really apply so much when playing big majors, where there’s an abundance of leaders and industry to generate the big battalions. It’s the first time I’d ever bothered using HQs so, and I’d definitely do it again in another game if similar circumstances arose.
Very kind. More below.If you need help to determine which vehicle or class fits where, I'd be glad to lend a hand and do some basic research.
Yes, time is the thing, for which the help is of course welcome. Similar with the famously zombie and poet-infested lists of ministers. But for assistance, my initial priority would be in play testing, anomaly/bug testing, play balancing, etc, for which I will indeed be inviting any interested parties to delve into should they wish, in whatever capacity and degree they may find interesting.From my experience with submodding HPP, adjusting models and reconstructing OOBs and the like, it's rarely that one needs help so much as one needs time. The actual task is easy enough - look up all the hardware in the category of interest (e.g. armored cars), figure out which ones were the most-built and introduced in which years, and then pick those to fill each tech level. The problem tends to be, as just this description should imply, that this takes a tremendous amount of time even if all you're doing is copying information from various Wiki and WW2-nerd webpages into a spreadsheet.
Haha, based on the above you could indeed be my press secretary! Regarding background ‘cosmetic’ research (minister and leader names, model and class numbers, etc) I might eventually get to those as well, perhaps starting with major powers (of which I’ve got about ten at present, in the ’pre-beta’ stage).Which goes to say of course, I'd bet that our esteemable Aussie authAAR would appreciate the assistance (though I can't speak for him, of course), but be prepared to spend precious little of that assistance time being a sagacious expert on USSR hardware and entirely too much of that time Googling for production numbers of each sub-variant of a particular AC model... do I speak from experience? whistles innocently...
But until then, I’m just trying to go with what vanilla TFH provides or, for the new countries (dozens of them, currently) there are mass produced generic titles (General or Minister 1, 2 or 3, or A, B or C, etc), where invented names applicable to the country can be inserted at some later point. First, I want to construct the new world and then prove the playability. The naming stuff will be easier as it’s based on a widely divergent alt-history, with the departure point being sufficiently in the past that any name will do now, really.
Sorry for the digression, but as the subject was raised ... other readAARs, please forgive me.