guille1434 wrote:Phcas and IceFlame: I like very much also the idea about the HQ, but... with the high values of GD and AA, how to prevent the player to "cheat" and use the HQ as a very front-line fortification which can see very far?
Good thinking... To be honest, I hadn't thought about that. Which is why it's good to have these conversations in advance. That way we can iron the bugs out ahead of time and hopefully save having to redo things.
This is what I think it should be good to create such a unit:
Switch 1: HQ "normal" unit: a special unit with medium to low AA defense, and medium Ground Defense, may be we can add a sandbag parapet around the tent and also a radio antenna mast to the icon in order show more of it command and control function and delete de AA gun and machine gun nest.
Right. I agree that the real strength of the HQ was not in the troops assigned to guard it, but rather in its communication (e.g. command and control) and supply/reinforcement abilities. The other factor is the likelihood that other combat units may be in the area, (resting and refitting - a la operation Market Garden), but this is not always the case.
So I tend to see the HQ more as a communication/supply/morale hub rather than a strong point.
Switch 2: When the enemy achieves a breakthrough and is threatening this unit, and there is no possibility of retreat, the unit can be switched to a more "defensive" stance (now the soldiers can be shown manning the machine gun post!) and will get higher defense and attack values, but in compensation it will loose its high spotting abilities and also may be its initiative bonus to nearby units. After all, all or nearly all staff wil be busy defending the post (an their very lives!).
Yes, spotting should go down significantly as virtually all of the personnel are busy defending themselves rather than gathering intelligence. As for the initiative bonus, I'm not so sure if it should be removed. Yes the HQ may be almost paralyzed and unable to do much in the way of coordination of nearby units. But at the same time, there could still be an Afrika Korps effect, where other units gain a morale boost by seeing Rommel in the front line. Also, defense values should go up, but only slightly as support personnel are not usually the best soldiers.
In this state the unit will not be able to be mounted on its transport vehicle. Also its movement will 0, so there is a very present risk of this unit being suppressed by enemy fire and surrender!
Good ideas. They remind me of the accounts of the battle of the Seelow Heights, where the German commander (Hasso Manteuffel) reportedly killed several Russian soldiers who managed to get inside his command post! Talk about taking the 'no retreat' order seriously!
I hope I was able to explain my ideas in a more or less understandable way... Just my two cents to a very good concept!

Very understandable, and thanks for sharing your thoughts. With this type of discussion we can develop these ideas and move forward with better mods.
