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anoldman

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  1. Thanks for the great replies. I am trying to wrap my brain around the size of the effect that HQ's impart on 'their' units. I think what I may have to do is operationally move the HQ's as far to the east as possible so they have no influence, and then attack france. Then I will replay with HQ's present and note which units are influenced and what impact it has on the fight. I read a thread saying that HQ's have a control radius of 4 hexes. Does it matter if it unit is 4 hexes away as opposed to 1 hex away from HQ? Clearly HQ's have an effect on readiness and supply, is the 'bonus' effect of HQ's that they raise readiness and Supply each turn? If someone could please comment on the following situations to help me understand: A tank unit with 100% Readiness and 10 Supply attacks. A Tank unit with 50% Readiness and 10 Supply attacks. A Tank unit with 100% Readiness and 5 Supply attacks. A Tank unit with 50% Readiness and 5 Supply attacks. Obviously Readiness and Supply make a large impact on the attack ability but I was wondering what effect each plays. Another question. DO HQ's raise both readiness and supply or just one or the other? If I have a unit that does not attack during its turn, does its Readiness and Supply increase even if it is not part of an HQ? Does its distance from a friendly city effect how much it gains for its turn of inactivity? Thanks for taking the time to answer these new to wargaming questions, --An Old Man
  2. I did a search on the Message Boards for "HQ" but could not find any threads that answer my question: What effect does having or not having a unit in HQ range do for you? On Defense? On Offense? Why would I buy an HQ over a Tank Unit? Rulebook with demo does a nice job of telling me it is going to grab X appropriate random units and attatch to them but what value to me is this? If this has already been discussed then a link would be appreciated. Thanks in advance, --An Old Man
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