Doctrinal abilities/units available despite HQ destroyed
11 Dec 2013, 08:02 AM
#1
Posts: 952 | Subs: 1
Is this intended? I played a game against an Elite Troops user, and baserushed with a KV8 to snipe the HQ before he could call the Ace in. The HQ went down, but he still called an Ace in just before the game ended when I destroyed all his buildings. Is it just the Ace that can be called in without the HQ or can all abilities be used regardless?
11 Dec 2013, 08:14 AM
#2

Posts: 93
yes unfortunately it is possible and it sucks
11 Dec 2013, 08:27 AM
#3
2 Posts: 2181
I would say it's beneficial to lose your hq since you can call in 2 squads of pios for the price of 300 
I agree that losing your HQ means you should lose your commander abilieites.

I agree that losing your HQ means you should lose your commander abilieites.
11 Dec 2013, 09:49 AM
#4
Posts: 2693 | Subs: 1
I was always under the impression that you could only call in pios/engineers when your HQ was destroyed. Strange.
11 Dec 2013, 09:53 AM
#5
Posts: 1169
I didn't but the FHQ commanders, but do FHQ keep you in the game if your whole base is destroyed? (Like coh1).
11 Dec 2013, 10:36 AM
#6
Posts: 952 | Subs: 1
I was always under the impression that you could only call in pios/engineers when your HQ was destroyed. Strange.
I just demo-charged my HQ in a skirmish, and I could call in Guards- so apparently not.
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