From: The Netherlands
BTW, interesting discussion, it is good to hear from the German players because from the Sov perspective the results seem almost magical (think "re-energizer potion" or such).
Neh, it's no magic trick. HQ build up does require some planning and it does cost around 10 AP each
time you use it. It is most certainly possible to spam HQ build up each turn, but what would you gain
with that? And as mentioned before, overusing it means wearing out your unit. With increased movement
attrition, it would only make your mobile units more vulnerable to counter attacks.
Consider this. In order to use it, your HQ must not have moved during the turn, and your units most
be within command range of the HQ. That means you you can only do a limited advance during the turn
you wish to use HQ build up. Also, in order to use HQ build up effectively, you must either have
enough troops to keep the flanks of your advance secure, or your opponent must not have enough units
to threaten the flanks of your deep thrust into his lines. All this requires planning, massing of
enough troops and choosing the right location of attack.
The best use I find for HQ build up, besides closing pockets, is breaking through carpets. In 1943,
I'm facing 3-4 lines of units with a defensive value above 50. It takes multiple deliberate attacks
to break through such a defence, and it cause my units to go red in supply after such an attack. That
in turn leaves me vulnerable to counter attacks.
That is where HQ build up comes in. Since I rarely advance more than 5 hexes in 43, a strategically
placed HQ can use HQ build up at the end of my turn, allowing my units to have full supply to face
the inevitable counter attack. Afterwards, it allows me some freedom of movement to either continue
my attack or change my axis of attack.
In the end, I agree that HQ build up makes life easier for the Germans. But then again, so does the
carpet defence for the Soviets. My conclusion is that HQ build up is most certainly a handy tool, but
by no means overpowered.
Phew, that was a wall of text. Feel free to disagree with me, but I encourage any Soviet player to
play as Germans first before thinking that HQ build up is an overpowered tool.
< Message edited by fiva55 -- 4/24/2011 5:51:56 PM >