HQ build up is already too powerful in the old version, in my game with Saper222, he did many HQ build up, and much to my surprise, he seemed didn't have vehicle shortage.
Before I played with him, I didn't realize that GHC didn't have Vehicle shortage no matter how many HQ build up it made. I only made 3-4 HQ build up in my GHC games (though none of my GHC games past T15).
Saper was using the port HQBU exploit and a few others.
He was doing them 30 hexes past Rail heads, Saper is king of fuel exploits for sure.
I think we have with MT's help nerfed all of them
If saper does the HQBU's like he use to he be down on trucks before winter and he would get as real ass kicking during the 41/42 winter.
Saper is a good SHC player, but as GHC I think all his toys have been taken away
I didn't see Saper doing anything wrong regarding HQ build up in the game between him and me, it is the number of HQ build ups that surprised me.
I think what Wac29 and others are talking is that the new HQ build up is more powerful than before, and he made a very good argument, it is nothing about trying to take some advantage from GHC or try to make the game more in favor of SHC.
The HQ build up is a small issue in this huge game. In my game with Saper, Saper's GHC is deeply hopeless from 1943 spring on, so you see I am not complaining about the HQ build ups he made. People are discussing technical issues here, not game balance.
Under 1.08 it is hard to do more then 2 per turn when your 15+ hexes from a RH, old rules you could easly do 3 or 4 per turn. Because of some of the changes its more important to get leadership changes done and SU's in units then HQBU's after turn 3 or 4.
Under 1.07 you could do 2 or 3 in south and 1 or 2 in north.
I am not using HQBU's much at all in my 3 games so far.
Beta Tester WitW & WitE