From: Boston, Mass
Like Hollywood, as a random game pvp player using the new Officer MOD, I've adopted the HQ tree based on a central supply depot ("Central Depot") follwoed by a few offcier based HQ's and then non-officer combat HQ's as close to the front as possible. This provides less micromanagement of supply, makes it less likely any particular HQ will get cut off from supply and makes it possible to use that first (free $$) Supreme HQ as a real combat asset. Leave out the office part if you're not using them. Non-Combat SF's such as pure Enginner units get attached to te central Depot HQ, so they're not supply dependent on an HQ that could be cut off since they move alot and don't benefit from the HQ very often anyway. As Hollywood points out the PP cost of officers can be painful, and the problem with the lowest level HQ's is that they DO NOT APPEAR to pass their combat exp upward the their officer, slowing his promotion due missing out of the low level combat. If anyone knows for sure about this, please confirm or deny this impression, thanks.
As much a possible I try to get new units close to the front line and create SF's for them prior to engaing them in combat. Endgame this doesn't work so well since you need them right away, but its good until the final crunch time. Old savaged SF's get consolidated rather than reinforced.
A prodcution tip, depending on the type of game you play (random vs scenario), is to create those low level combat HQ's as far forward as you dare early in the game to get their SF units close to the front lines right away without any oil or time cost; don't move them out from your original staging areas, just make sure they're within the 100% supply range of their prodcution cities. While at higher risk of getting cut off or destroyed, this can be a significant advantage late in the game as well. Hollywood, I think you've recently learned this, so I'm not losing an advantage I once had.
Another tip to determine the supply coverage of a location since ATG seems to only display it properly for hq units: Create a bogus HQ (assuming you've got the points) at the origin location, production city or factory, then use the supply display (F5) to show its coverage. Then simply delete the HQ and you get the PP's back. Repeat as necessary. Do this at the beginning of your turn so you have the PP's, especially with the Officer HQ bug in effect.
One question about the supply chain though. I've noticed that even though all the HQ's and units dependent on my Depot HQ are within the green supply range, not all the supply requested gets fulfilled at 100%. I know that all requests are pro-rated if they can't all be fulfilled to 100%, but when my available supply is 120% of the total requested, why isn't it filled completely? I thought that the fulfillment only looked at the next level, not all the way down the tree, so that HQ B might request and get its 2000 supply but only deliver 1800 due to units being cut off or out of range, but that doesn't affect the delivery of the 2000 supply from the "Depot" or the delivery to any other first level HQ's, does it?