RE: Questions
Welcome to the games Sonar. They are a definite change from CM. I will take a stab at your questions.
1. Save points for HQs does work for some games, but not others. It depends on the OOB structure - I have heard that it is probably tied to AA factors for the HQ, ones without an AA rating can't save movement points because there is nothing to save, as it is based on fire capabilities, technically.
2. The On Foot capability is not so much for plain movement through an obstacle - as you mention there is almost always a better way around rather than through. But frequently, the obstacle - swamp, river line, etc - is defended or at least occupied by the opposing side and you feel the need to attack through or across it rather than moving around it. So then you go on foot to allow the attack to proceed. For me, this is most common with attacking across a river, the mot unit must go on foot to be ferried across, say to form a bridgehead pending a bridge being available.
3. HQ in command checks are done top down, but a lower level HQ is not automatically out of command if its parent is out of range or out of command itself. Basically, the lower level HQ is checked separately although I believe out of command for its next higher HQ can lower its rating for the check, but if it fails and the next higher HQ is within range and in command, it gets an extra check, although with different factors, I think. But the parent to the HQ's parent will not help it, if both are on board.
4. Again, AT unit range is dependend on the OOB, and frequently it is longer in the later war games. But treat the one hex back item as a suggestion/general idea - a lot of it depends on the situation. The advantage of the one hex back is if tanks throw your infantry back, they are well placed to fire direct on the tanks. Also, being in the front line essentially traps them there as they have to go into travel mode to get away, which frequently draws deadly fire down on them.
Hope this all helps!
Rick
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