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What Determines # of HQs

Posted: Thu May 22, 2008 8:12 pm
by Southerner
What is it exactly that sets the number of HQ units that are available for the player to develop?

Some games I have more than I can possibly use. In the game I'm playing now they are as scarce as hens' teeth. I'm even thinking of sending in R.E. Lee as a corp commander :sourcil: because turn after turn no HQ unit is becoming available in the support reinforcement section.

I'm wondering if it just a roll of the dice or maybe some formula that sets the number that become available.

Posted: Thu May 22, 2008 8:19 pm
by Rafiki
This overview should answer your questions: http://www.ageod.net/aacwwiki/Availability_of_army_HQs :)

Posted: Fri May 23, 2008 8:53 am
by Primasprit
The HQ are added by event, via the ChangeUnitPool command, so it can be modded.

Posted: Fri May 23, 2008 1:58 pm
by Southerner
Rafiki wrote:This overview should answer your questions: http://www.ageod.net/aacwwiki/Availability_of_army_HQs :)


Well that certainly explains it. Thanks. Don't like it much but I can live with it... :sourcil:


Don't see any real need to "mod" it up to more numerous HQ availability though. Managing scarce resources to overcome obstacles is much of the game's appeal , at least for me.


I just wanted to know what I was up against exactly. I've read all through the references....I just didn't recall seeing that specific reference. Guess I should have rechecked first... :bonk:

Posted: Fri May 23, 2008 3:11 pm
by Gray_Lensman
deleted

Posted: Fri May 23, 2008 7:10 pm
by Primasprit
If the number is changed, what happens is an announcement of a HQ being available, but it will not show up in the Reinforcement Pool box. I would not advise anyone to change these numbers if they are playing either of the 1861 2-theatre scenarios.

One has only to make sure that the scenario does not start with more HQ on the map than in the force pool, and this will not happen. :cwboy: