I was about discuss this issue.
1. If the rule is here to stay, the game needs to immediately destroy the hq if left alone behind lines or have a button which will destroy the hq upon enemy contact when behind lines. (hq suicide).
Clearly some good Generals would be saved by being flown out of the pocket with some top assistants. Once the jig is up?
Let's discuss it then :D
Why should the HQ be immediately destroyed? The HQ can still provide support to the units trapped in the pocket as well as SUs. In case of the HQ being the only thing left in the pocket, then I can't imagine a fair opponent keeping the HQ there just to use gamey tactics. This can be easily solved via house rules or common sense.
Generals don't die when the HQ is destroyed although there is a chance for it. From my tests, they are alive and well and respawn with the HQ. I am guessing that the game already assumes that the leaders are flown out. The one thing that should be changed here is that HQs should arrive closer to the front and not in the Urals or Berlin since then you have to spend so much rail capacity just to get them back in the fight.
2. This new rules also assumes that an hq which is stuck behind lines has all of its men and equipment stuck as well. But if some of the hq's combat units are not behind the lines, then in reality some of the hq men and equipment would in fact be split too. The displace rule allowed the hq to get back to its other in supply units.
I also worry that players will alter play method to try and surround hq's.
I would go back to old rule but severely increase the % damaged in the hq upon displace.
That is incorrect. When the HQ is destroyed some of its men and equipment escape just like it happens for normal units who surrender. In any case, you cannot expect to save much, especially in terms of SU, which were usually heavy guns that were abandoned in such situations.
I get where you are coming from but I don't see why this is such a big deal. A Soviet Army HQ is 4.000 men at full strength. The additional manpower multipliers that the Soviets get should be more than enough to cover such losses.
Why do you assume that players will alter their whole play style to bag HQs? They are low manpower units that are recreated easily and they don't even need to retrain. From the games perspective a HQ at 1 exp is the same as an HQ at 99 exp. The main thing that would be lost in this case is the attached SUs, but that is realistic, since you cannot expect to evacuate 210mm Howitzers from a pocket magically like it used to be in the older patches.
Routing has been fixed and it should prevent the weird routing behavior that has been seen lately. Should come as part of patch 1.12.04
< Message edited by xhoel -- 3/7/2020 1:05:47 AM >