Stonewall wrote:You should have 3 available HQ's. You get 2 by event in mid-late 1861. A 3rd in January 1862, a 4th in January 1863, and a 5th in January 1864.
Looking at the 1862 scenario file, I only see two Confederate Army HQ units. One with J. E. Johnston, and the other with A.S. Johnston.
Theoretically, you should be able to build one right from the start to get your 3rd HQ. And then if the ANV HQ is destroyed, you should be able to build it again.
Does iy maybe take a turn for the HQ to get back into the pool? Have you played a turn past when your HQ was killed?
Yup, I'm a couple of turns past said disaster. Fortunately Little Mac hasn't noticed that the ANV has disappeared and there's only individual commands left in its wake.
I started the '62 campaign with three armies: The West, The Mississippi, and the ANV. I guess if I'm really desperate to continue this particular game I can pull the Army of the West HQ out of Little Rock and send it east
pasternakski wrote: If that's the case, your tater tots are REALLY smokin' in the oven... good luck, I hope Pocus rounds up an answer for you. This may wind up being a good lesson for us all in being extra careful not to lose army HQs if we can help it. Think of what shape the Union would be in if unable to re-form the Army of the Potomac after a similar disaster.
ROFL! Where do you come up with these 'lil gems?
Though I don't remember ever seeing an army HQ even take damage in any of my previous games. I suppose however aides de camp should be able to die like everyone else if they are in the wrong place and the wrong time...
Thanks guys for feeling my pain.