Hi Fuzzypup, can you provide more details on HQs? i.e. how many units can be attached to individual HQ, how much close to HQ a unit must be for having the benefits, has the player the ability to attach specific units to HQs. Thank you and congrats for your game, really interesting from what I see so far.
HQs are simple. They support units within their range with their General. They increase the map supply level within their move range. Those are the 2 functions. There is no attachment to units. Units pick the closest HQ to call on their general for combat. This removes the micromanaging for players of this aspect. It means all you have to do is position your HQs and the system takes care of the rest.
Generals have combat (how well they fight), mobility (how well they force a retreat and prevent one), and tenacity (how intense the battle is and if they can rally troops and resist surrenders)
If you want to hold a spot put a high combat high tenacity general
If you want to blitz a spot a high mobility low tenacity general
If you want to delay a spot a high combat, low tenacity general
as examples. All the modifiers are minor but over the scope of an operation that add up.
Games worked on
Designer of the Strategic Command 2 products
- Brute Force (mod)
- Assault on Communism
- Assault on Democracy
Designer of the Strategic Command 3 products
- Map Image Importer