RE: HQ tank units - How do you use them?
One of the problems with tank HQ's is that they allow the player to manipulate the combat system.
For example: a stack of regular combat units and one or more HQ units might draw fire to an HQ unit instead of to the regular combat units.
That's one of the things I don't really like about the combat system: the firing unit might draw return fire, but that return fire is dispersed to a random unit in the stack for some strange reason.
Even though AA is less effective at range than in PzC for the same range in meters, the "low attack value can regularly get kills on higher defence value units" effect means Stuka's are commonly shot down by units with AA values of 2. By itself, this wouldn't be bad per se, but what makes it bad is both the high points for a single Stuka (6) and that the air strike might hit an HQ unit or another fairly weak unit (which, like with the return fire happens regularly) instead of the tank company you actually wanted to hit.
This also means that the numerous Soviet HQ's gives the Soviet player an advantage over the Axis player, as when the Soviet player fires, he's nearly always firing at regular combat units, whilst the Axis return fire is often likely to hit an HQ unit.
You could describe why this happens in another tale of "it's an abstraction of..." but that's not a solid foundation of the system.
For a mathematical system, the system currently gives lots of results that from a mathematical perspective be far less common than they are now based pn the numbers for attack and defence strengths.
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