The new rules say that the Isolation HQ is not eliminated, but rolls the dice whatever happens to it. Similar to the units in Isolation.I have doubts about this solution. An army in isolation, with some supplies, can fight for some time. But HQ represents the entire supply and command system, which is unable to isolate the efficient delivery of ammunition, fuel, etc. It also seems that in the language of the game the old system was better, more gamey, more unambiguous. And so, in TITE, the lack of supplies does not affect the defense (which is strange in itself) and therefore the Germans do not do the laps they did in reality.
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The rules in the box were very mean to Headquarters. You could almost go hunting for HQ Markers. Cut the rail lines and you could not move them. Isolate them and they go into the Force Pool. Spending 2 PP 2 EP and 2FP is huge.
Rule changes allowed dissolving by choice in the special movement phase. Making the same 50% chance to make it through a supply step seemed fair.
Do you mean like what the rules say? Because the above is absolutely how the rules work.
Seems to me the only difference is whether that HQ is "instantly removed" due to Isolation or can try to sit tight and await rescue. Even if isolation attrition does not remove you, you might want to just to place it where you desire and start its countdown (at the "price" of giving booty).
Isolated HQs lack any LoC to an Ultimate Supply Source. These, too, are useless (see below) and, if they fail their Attrition Roll, are immediately eliminated, return to their Force Pool, and releases “Booty” (see 241.5.2).
Useless HQsUnsupplied or Isolated HQ markers are useless:
Land HQs are not a supply source (240.1) and do not have a Supply or a Command Radius (240.6), nor can they access Reserves (250.0).
They cannot enter their Attack (Land) or Intercept (Naval) HQ mode.
If they have one, their Delay marker (124.0) does not count down during its Repair & Recovery Step.