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Martin Schenkel
06 Jan 03, 20:06
For my Italian Campaign scenarios, I'm trying to decide whether Divisional and higher HQs are enough, or if I should include Bde/Rgt HQs as well. Although I want to break divisions down into Bde/Rgt formations, with the relatively narrow frontage of Italy, perhaps Bde/Rgt HQs will be too much? I'm trying to figure this out from more of a playability point of view, rather than simply game mechanics.

a white rabbit
07 Jan 03, 04:17
Originally posted by Martin Schenkel
For my Italian Campaign scenarios, I'm trying to decide whether Divisional and higher HQs are enough, or if I should include Bde/Rgt HQs as well. Although I want to break divisions down into Bde/Rgt formations, with the relatively narrow frontage of Italy, perhaps Bde/Rgt HQs will be too much? I'm trying to figure this out from more of a playability point of view, rather than simply game mechanics.

..ask yourself what is the operating formation you intend to use, bearing in mind the actual usage during the campaign..eg 1940, a German armoured div could feasably be divided into regts with separate HQ's and a separate, force support, div HQ and support troops, a French Reserve div get's one HQ and only one formation making it a far more clumsy tool..,

Tim McBride
07 Jan 03, 08:24
Richard is quite correct. The number of HQ's and formation break downs depends on the national doctrine of the force being modeled.

_Tim

Don Maddox
07 Jan 03, 11:38
Originally posted by Tim McBride
Richard is quite correct. The number of HQ's and formation break downs depends on the national doctrine of the force being modeled.

_Tim

Okay, that's an interesting point. Please elaborate.

Tim McBride
07 Jan 03, 22:29
Well it's like this.
Say:
Force A has a strong central command system and doesn't allow intitive among junior officers.

Force B has a central command that is strong but allows a good amount of initiative among it's junior officers

Force C has a command system designed to allow unit to operate completly independant of higher comand


At a battalion level game.........

Force A Typical Division:
All units are contained in a single formation. A small amount of command sqauds are in the HQ to make it so the unit can easily go into re-org if the HQ is attacked.
Artillery in HQ unit

Force B typical division:
Brigade level formations, Infantry in 1or2 with main support(AT,etc) Another formation containing Artillery in single large unit, divisional support units. HQ for each formation, normal amount of command sqauds.

Force C typical division:
4-5 Formations.
Formation with Division HQ, recon and engineering assests
Formations containg a Regiment , an AT unit and an Artillery Unit, plus Regimental HQ
Each HQ contains no command squads to reflect adapability of command system.

_Tim

Martin Schenkel
08 Jan 03, 00:42
Tim, thanks for that explanation. Another question I was going to ask, and of which you made mention, are command and support squads. The manual seems quite ambivalent on their usage. I don't see too many scenarios with them, so are they not useful or do people simply not know how to use them? I have been thinking about using them.

Grant
08 Jan 03, 01:00
HQs won't work properly without supply squads. Any given HQ has to have a certain number of supply squads in order to provide 100% supply efficiency. What you have to do is put one supply squad into the HQ's TO&E, and then adjust the formation supply distribution efficiency- the program will automatically adjust the number of supply squads to the correct level. It won't do this unless you have at least one in the TOE, though.

Command squads cause formations to go into reorg(actually, I think it's only a chance) if all command squads in the formation HQ are eliminated. My experience has been you usually only see this if the HQ is surrounded and destroyed, as the command squads seem to be very tough to kill.

Dan Neely
08 Jan 03, 01:15
Originally posted by Grant
HQs won't work properly without supply squads. Any given HQ has to have a certain number of supply squads in order to provide 100% supply efficiency. What you have to do is put one supply squad into the HQ's TO&E, and then adjust the formation supply distribution efficiency- the program will automatically adjust the number of supply squads to the correct level. It won't do this unless you have at least one in the TOE, though.


not true. an HQ with 0 supply squads authorized will recieve maximum supply. As for the second part, the manual is ambigous about it. It gives a table with numbers needed for maximum distribution, but in the para above it says it only uses assigned/authorized

a white rabbit
08 Jan 03, 08:09
..period comes into it too, a WW1/2 div HQ is a large affair, not much in combat but includes cartography section, various supply commands, transport coms, airforce and attached personel, the general's dogs, horses, mistress etc..whereas an ACW div HQ is much smaller, 20/40 men on horses..,

Tim McBride
08 Jan 03, 08:35
Originally posted by Grant
HQs won't work properly without supply squads. Any given HQ has to have a certain number of supply squads in order to provide 100% supply efficiency. What you have to do is put one supply squad into the HQ's TO&E, and then adjust the formation supply distribution efficiency- the program will automatically adjust the number of supply squads to the correct level. It won't do this unless you have at least one in the TOE, though.

Command squads cause formations to go into reorg(actually, I think it's only a chance) if all command squads in the formation HQ are eliminated. My experience has been you usually only see this if the HQ is surrounded and destroyed, as the command squads seem to be very tough to kill.
Without supply squads the supply & of the formation will remain a fixed % you set. With supply squads this can become a varible based on combat, etc....

_Tim