Have to correct my previous post:
(06-23-2017, 05:09 PM)Volcano Man Wrote: Regarding road speed, in the FWWC notes I explained (or I thought I explained) that primary road movement for foot units basically costs less over what it is in other games, in order to represent historical marching distances. Now this difference in the series I guess this could be justified that WW1 infantry generally had less equipment than your WW2 or MC infantry.
I think today it's about 120 steps per minute with a step 75-100cm, that is a range of 5,4 to 7,2 kilometers per hour, in the game we have road movement of a C unit at 6 kilometers per 2 hours. Of course no breaks or whatsoever is in this calculation, but in the game we get 36 kilometers per day and that only if on a plain, any elevation will shrink this by 2 kilometers, doesn't sounds much but as I said except for the plain Northern portion of the map you will have elevations surely every 2-3 turns what lowers the daily marching distance at least to 32-30 kilometers.
The real problem seems to be that there is a difference how these values play out comparing the various campaign scenarios(20/31/24/12/24/14 days) with single scenarios(longest 5 with 11/9/8/7/5 days with all other below).
Just did a small calculation and taking average values one could march a C unit 5 full day circles before its fatigue would reach 96, after that it could rest on the 6th day before being able to march again in the 6th night starting with a fatigue of 6.
In these 5 days the unit could march 288 kilometers what makes a daily average of 57,6 kilometers. That is a lot but that also means that I can roughly simulate "Gewaltmärsche"(Forced Marches) in all the campaign scenario and that they pay out good. But in all the shorter scenario I can't benefit from this marching performance, not only because they are short but because they usually don't have any bigger distances to cover as they are only battle scenarios where fighting and not marching occurs.
So when looking at the fighting side of the game you again have the problem that a single clear hex + elevation costs 9 MP what leaves less than 2/3 MP and so prohibits any assaults that turn and only allows 1 shot. It explains why I feel a certain "slowness" in the shorter scenarios, not only because doing 36 kilometers a day isn't that much for fresh units but because the fighting is drastically slowed if you pursue an enemy up hill.
Again 8MP per 100 meter would solve this slowness in fighting but it would not be so low that the marching distances would go beyond any plausible values.
I understand that you want not go away from these long set values but than the fact is that the FWWC series does differ in a lot aspects from the PC or MC series, why not here too?