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View Full Version : Scenario Company Headquarters


shahadi
July 31st, 2012, 05:29 PM
I want to understand the effect of a separate infanty company hq's in the game. We know that we have by default the battalion hq, what then is the effect of another separate infantry company headquarters upon game play?

Let's say that I replace the infantry section in the typical US infantry company with a headquarters unit. What impact, would the headquarters unit make in the playing of the game?

DRG
July 31st, 2012, 05:41 PM
The HQ of any formation is the x0 unit. Simply replacing an infantry unit with a HQ unit does nothing ( good) for game play

Don

Mobhack
July 31st, 2012, 10:33 PM
The HQ unit class is specifically there for the overall force HQ, and nothing else.

Its job is to "hide with pride" somewhere in the rear zone, since having it get killed will terminate any long campaign (bar a human v human PBEM) at the battle's end, and in battle, losing it helps greatly to move a force morale to "force broken" if it has suffered badly, and it also badly affects comms links with off-map assets since it represents the rear comms link.

Some players or scenario designers do like to change the A0 element to something else. However that:
- May make the element easier to spot and perhaps kill (if changed to a vehicle), perhaps by roving planes.
- Will remove the "almost a FOO" status it has for calling arty.
- The AI will treat it like a regular combat element , and may kamikaze it. If left as HQ, it will hang it back from entering combat.

Making it a company HQ would replace a regular rifle element with a little 6 man easily identified element that says "please kill me quickly" to the opponent. In this case, both human and AI since the AI will prioritise targets of that unit class if spotted.

Andy