From: Houston, TX
After reading through this post, it becomes even more compelling that TOAW should someday have a true HQ hierarchy. In this scenario it would be really good to see the leadership flow from Theater to the lower rungs the ladder.
Yes. But it's hard to figure out just how that hierarchy would actually manifest itself - what actual function would it physically impose on the game?
#1 – Visually having four, five and six X’s identifying the rank of the HQ gets to be a bit messy. Hard to distinguish one level from the other...
Somewhat true. But once you get used to it, it gets easier. And, there's always the "Huge" display mode.
... and, in actuality, since there is no HQ hierarchy in TOAW, it is of little value to the player. Historical eye candy, yes, functional, no.
That's correct. It's pure chrome. But, as I've stated before, I take chrome seriously. A big chunk of TOAW wargaming is chrome - unit/formation/equipment/place names, for example.
Suggest that instead of identifying Theater, Army Group and Army HQ units as shown, a set of unit counters be modified graphically so that inside the box the “HQ” is replaced with XXXXXX, XXXXX or XXXX as required. Real hard to see the little x’s on top of the box, a bit easier to see bigger X’s inside the box. Unused unit icons could be modified as needed. Also, if you open the graphics in a paint program, you will find that there are a few pixels left, right, up and down that can be used to accommodate a larger unit icon box. Room to move.
Sure. There are other ways of doing it. That way may be harder, since every color combination .bmp in use will have to be edited. And there's no telling if the icon you chose to edit for scenario 1 won't be needed for scenario 2, etc. And, if you really want the HQ function for those sizes, that's going to be a problem. The edit I made for the Numbers.bmp will work for all icons and all colors.
#2 – I don’t really see Theater, Army Group and Army units as having logistics functions, i.e. providing supply and support to lower echelons. As such, I don’t think that they should have the attributes of the true HQ unit. Obviously they have critical Command and Control functions and their destruction could be acknowledged through events, but other than that, they have little value as fighting or G4 units. This is why I think you can take some used units and sculpt them into high level HQ units with the graphics described in #1. As an example, the KG or CCA graphic icons can be changed to XXXXXX, load it up with staff, and blammm . . . you have a Theater HQ. Might take some clever planning so that the ad hoc HQs do not divide, but I think that is just a small problem.
For certain, in this scenario, I need the HQ's ranged feature, if not the supply feature. There were other ranged icons I could have used, though - but then I would have had to edit those icons as you suggest above - a lot of work. I'm not sure what the HQ logistic function is modeling. It may just be a measure of formation concentration - in which case, it applies to higher level HQs at this scale.