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Tactics II» Forums » Rules

Subject: HQ units rss

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Michael Pankonien
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Very much enjoying the game, but the HQ units leave me puzzled; do they have any ramifications besides launching nukes and having strength 1 in defense? I couldn't find anything in the rules and I feel without using the nuke rules this just leads to the gamey tactic of using HQ's to hold the line. Am I missing something?
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Brian Train
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Tactics II and its predecessor Tactics had several rules revisions over the years, along with a lot of variant and optional rules. Many of the latter gave additional roles to the HQ units, such as making them conduits for supply or making them notional bases for close air support. There are a couple of files on BGG that give these rules; try them out.
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Michael Pankonien
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Thanks! Just what I was looking for!
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David Bush
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Hey, I didn't know that. Thanks.
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Julie Buse
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ltmurnau wrote:
Tactics II and its predecessor Tactics had several rules revisions over the years, along with a lot of variant and optional rules. Many of the latter gave additional roles to the HQ units, such as making them conduits for supply or making them notional bases for close air support. There are a couple of files on BGG that give these rules; try them out.


They can capture cities if no other units is in cities as well!
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