(08-01-2019, 05:48 AM)Hawk Kriegsman Wrote:
(08-01-2019, 05:30 AM)Battle Kat Wrote: Hawk, it is not 10 clicks an hour, but 11.125 clicks due to double time. As the default average for all grunts. That is a 3 hr 45 minute marathon. Battle gear, combat boots.
The larger the scenario the more things become unrealistic (per 6, or 10, minute turns), agreed. All action, no pause, God view to all units on map, no unit disobeying or misunderstaning orders. But that's another thing isn't it.
I've explained this to gamers by saying there's the game (base) scale as how units are designed.
Then there's the scenario duration, the latter depending on playtesting, with number of turns required matching expected results, and that is that.
Yes I already acknowledged that if you are moving for 40 straight turns. So your marathon time drops to 6 hours and 24 minutes which is 38 ten minute turns. No unit is going to do that. You have not solved any problems who have made them worse.
In scenarios that are 6 minutes per turn and 10 to 20 turns in length the scale is fine. Units are moving at that rate in small increments. No one is moving slowly on the battlefield when the bullets are flying. Envision double time as sprinting.
That scale is right, when put into the right scenario lengths.
All scales are broken in any and all scenarios that a foot unit spends its ENTIRE existence moving.
If you want work on a movement issue that is REALLY broken, fix a unit retreating multiple times when fired at.
That is something that is truly broken.
I am not sure I understood your marathon sample with 10 minute turns. Leaving Double Time out of equation, with six-minute turns there's ten turns to an hour, meaning foot infantry on paved roads can move ten times four hexes, or ten clicks, per hour. Which is what the data parameter for say US Rifle 44 (and most others too) says. With ten minute turns, there's six turns to an hour, so six clicks per an hour. It is quite a pace to keep everyone at. Anyhow, we can agree that is quite different from Panzerblitz or Panzer Leader infantry movement stats.
I mentioned earlier how Arab-Israeli Wars fixed Panzerbliz and Panzer Leader counter stats, that was mostly about movement, and vehicular movement to be precise. I will pick the rule books tomorrow to refreshen my memory as what it said there. (Edit: rulebooks, as I don't seem to find the PDFs from my computer folders. Must be somewhere there... I did find MMP's PanzerBlitz2 set of rules, I had forgotten that interestingly, the ruleset defines scale as 250 yds hexes and fifteen minute turns... Again, more on the PB/PL/AIW to CS evolution tomorrow).
Also, I have no idea why the original CS developers gave artillery two fire missions per turn. Maybe because they gave that to direct fire weapon systems, too. Not what PB and PL do.
Anyhow, it is getting late here. I need to log off, more of this tomorrow.