RE: HQ's in assault
you put an undisrupted HQ in a hex, it will help hold the hex, if you have to hold it. Your stack, when it defends, gets the best morale of any unit in that stack...and if the HQ has little fatigue, your stack will be credited with best fatigue rating if you are defending. So B or A level HQs that have been kept out of the fight until an emergency could add some good bonus to holding a hex.
In a wide open campaign game, not a good idea...but in a short game of say 20 turns or even a longer game with restricted avenues of approach to vp locations-say in Bulge 44-HQs can be a royal pain in the As@ if they plop onto a hex at the last minute and you have 1 turn left to take a vp or you lose. Take Bulge with a vp location on top of a supply source...you stack an A unit 101 hq on top of 2 regiments (a 750 and a 500)-max out the stacking limit, its just, yet another A unit you have to disrupt before you can assault.
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