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Why make Other Headquarter's ????

 
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Why make Other Headquarter's ???? - 6/21/2013 1:39:04 AM   
artofwar85

 

Posts: 84
Joined: 5/8/2010
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When I play against the AI and do a Random Scenario I start off with 1 city and 1 HQ and blah blah blah but anyway what is the advantage if any for me to create at some point another HQ. They cost 5 pp whereas to make a subform unit thing it cost 1 pp and the HQ I make can't attack etc. what am I missing ... thanks.

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RE: Why make Other Headquarter's ???? - 6/21/2013 2:30:55 AM   
Webizen


Posts: 1339
Joined: 4/12/2005
From: WV USA
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A lot. See this post and review all the linked content.

quote:

ORIGINAL: artofwar85

... what am I missing




_____________________________

Tac2i

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RE: Why make Other Headquarter's ???? - 6/21/2013 2:14:44 PM   
artofwar85

 

Posts: 84
Joined: 5/8/2010
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WEBIZEN - YOU ARE THE MAN !!! Thanks Champ I saved all the links and stuff so I can refer to it as needed and as having completed that now, I am going to read it - This will be most helpful - Nice to know that an Elite Guard takes the time to advise a lowly Recruit.

< Message edited by artofwar85 -- 6/21/2013 2:15:14 PM >

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RE: Why make Other Headquarter's ???? - 6/21/2013 2:42:43 PM   
artofwar85

 

Posts: 84
Joined: 5/8/2010
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This info below I just read from one of your links (Unit Attributes, GREAT INFO THERE) Exactly answers the question I was primarily concerned about regarding HQ's and the area of the HQ I was wondering about besides the other things it does. I have been playing with zero combat bonuses for attack and defense. So now I will make other HQ's and figure out how to route supplies through them have seen some info on that too.

HQ Power (HQP) %: The closer an HQ is to the units it commands the bigger the combat bonus: (0-3 hex/100%, 4 hex/80%, 5 hex/60%, 6 hex/40%, 7 hex/20%). If an HQ is 8 or more hexes from the units it commands, they do not get any HQP bonuses in combat (attack or defense).

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