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Removing HQ in Mission Editor?


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It's covered in other threads, but basically you need to delete units from the bottom of the list up. But if you have any independent units that don't have their own HQ, like single vehicles or hvy weapons units added to the TO&E, you won't be able to delete the Batt HQ.

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I ran into this and learned what to do.

Here's an example:

1st Battalion HQ

-- Battalion Escort Platoon

-- Battalion Assault Tank Platoon

-A Company

-B Company

-C Company

Okay, if you want to keep each of the three companies but NOT the battalion HQ, you must FIRST get rid of all the units DIRECTLY attached to the battalion HQ. In this case that would be the escort platoon and the assault tank platoon. Once they're gone, there's nothing tying the HQ to the battlefield. The companies have their own HQ's, so they can stay and play.

This applies to any HQ you want to eliminate. A subordinate HQ, and all its units, can remain, but the higher HQ can ONLY be eliminated if all directly attached units are deleted, first.

Hope it helps.

Ken

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It's covered in other threads, but basically you need to delete units from the bottom of the list up. But if you have any independent units that don't have their own HQ, like single vehicles or hvy weapons units added to the TO&E, you won't be able to delete the Batt HQ.

Partially correct. If the individual units are attached to the battalion HQ, then they "tie" the HQ to the battle. The workaround is easy. Before you purchase the individual vehicle, select an HQ (on the right hand side) which will remain. The vehicle will be assigned to that HQ's unit when it is purchased. Look for the yellow arrow to see which unit gets the vehicle.

Ken

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What you can also do is just give the offending HQ a reinforcement slot that is far in the future, after the scen is scheduled to end. Like, 4 hours in the future.

That also has the advantage of maintaining C2 all the way up the food chain.

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What you can also do is just give the offending HQ a reinforcement slot that is far in the future, after the scen is scheduled to end. Like, 4 hours in the future.

That also has the advantage of maintaining C2 all the way up the food chain.

That's elegant...one of those in your face solutions that no one thinks of. I wonder if any of the scenarios that come with the game have implemented the offmap btn HQ.

It must be in the manual...but what's the advantage of having C2 to a battalion HQ (on or off the map), vs. say just having your fighting squads/teams having C2 up through their Company HQ? I'm guessing this can eventually transmit spotting information from Company A troops to Company B troops, through the battalion HQ. If that's true, then I can see ALWAYS wanting to have a battalion HQ (on or off the map), anytime you have 2+ company HQ's on the field. I guess the same applies for platoon to company...even if you only have 2 platoons on the field, an on or offmap company commander would give a C2 benefit.

Anything other benefit, like some combat or morale bonus that propagates down from the battalion HQ all the way to fighting squads/teams?

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What you can also do is just give the offending HQ a reinforcement slot that is far in the future, after the scen is scheduled to end. Like, 4 hours in the future.

That also has the advantage of maintaining C2 all the way up the food chain.

Good tip, JonS. Thanks!

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