Movement rates.

PSP/DS/PC/MAC : WWII turn based grand strategy game

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firepowerjohan
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Movement rates.

Post by firepowerjohan »

We wonder what you players want for movement costs of different terrain. Currently the game has a certain Movement Point cost for every different terrain. We would like to hear from players if you prefer that a terrain has a fixed movement cost or if it sometimes can vary depending on what unit type is moving (for instance a Armour unit will lose more movement in Mountain that a Corps) ?
fundin
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Post by fundin »

I prefer that it varies based on your unit type, i mean tanks crossing mountains won't be as fast as infantry and infantry without trucks won't be as fast on open plains as armour. Thats my opinion.

Also, are you bringing seasons into the equation, so snow slows down things even more or not yet?
Redpossum
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Post by Redpossum »

I agree that movement cost of a given type of terrain should vary by unit type.

Take for example the Pripyet marshes. They should be all but impassable to armored units, while allowing infantry units to move at a cost of roughly double that of clear terrain.
mrdozer2379
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Post by mrdozer2379 »

yeah i like those ideas. Im not sure the scale compared to sc1 but i liked there movement that could be used for basic units. The motorized units could have the same movement as tanks.

Same kinda with tactical bombers. Half range of a bomber and a split attack for bombing and hitting units?
firepowerjohan
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Post by firepowerjohan »

So is it for a certain terrain enough with these factors

Terrain Movement Cost Armour Movement Penalty
Mountain 2 2



Means it cost 2+2 MP for a Armour to move into a mountain hex while only 2 MP for all other unit types.

Is this enough or do we need to make it more than just non amour vs armour disticntion???
Redpossum
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Post by Redpossum »

firepowerjohan wrote:So is it for a certain terrain enough with these factors

Terrain Movement Cost Armour Movement Penalty
Mountain 2 2



Means it cost 2+2 MP for a Armour to move into a mountain hex while only 2 MP for all other unit types.

Is this enough or do we need to make it more than just non amour vs armour disticntion???
I think armor/non-armor is enough. IRL there's a big difference between tracked units and wheeled units, but at this scale, let's not bog down in details.

I would suggest that perhaps a larger armor movement penalty than 2 is called for, but that's your decision.
honvedseg
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Movement costs

Post by honvedseg »

There is a HUGE difference between wheeled movement and tracked. Many of the areas should be severely restrictive to wheeled vehicles, especially marshy or desert regions. Transportation restrictions played a major part in the strategies and tactics in both the Russian and the North African theaters, since only a few roads were suitable to handle most of the wheeled traffic, and even these were subject to seasonal effects. Armored vehicles were able to traverse terrain that wheeled vehicles couldn't, but the wear and strain which it placed on them caused numerous breakdowns, and greatly increased fuel and maintainence requirements.

Mountainous but passable terrain should have a fixed penalty for all vehicles, since it can be traversed reasonably well on a few winding roads, but nowhere else. Other areas should be impassable to vehicles, or reduced to only one hex per turn to represent temporary bridges and road construction enroute.

Under extremely bad terrain conditions in underdeveloped areas, all vehicular movement (including motorized infantry) should be reduced to that of infantry on foot, or worse. During the worst situations, such as muddy season, deep snow, or in a swamp, they might even be prevented from moving more than one hex in a turn. This would not apply to the main part of Western Europe or other developed regions, where there are sufficient improved roads and alternate transportation routes to allow normal movement under all but the worst weather conditions. Ideally, the player could improve the road networks, but at a high cost and a slow pace.
firepowerjohan
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Post by firepowerjohan »

The current system I use is a plain and simple "Vehicle Movment Penalty".

I have set it to 0 on all terrains escept Mountain and Marchs. Mountain is 2, March is 1.

So showwing a few of the units and a few of the terrain in example

Corps MP 4
Motorised Corps MP 5
Armour MP 6

Movement Cost Vehicle Movement Penalty
Clear 1 0
Mountain 2 2
Swamp 2 1

So this means in Swamp a corps can move 2 hexes per turn (2+2=4), a motorised corps only one hex per turn (3+3>5) and a Armour can move 2 hexes per turn (3+3=6)

if we later on decide to add winter effects, then mud could act as swamp for terrain meaning a motorised corps would be the slowest on the planet going through mud terrain.


is this enough for realism?
stalins_organ
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Post by stalins_organ »

IMO there's much less difference betwen "tracked" movement and wheeled movement in this scale - "tracked" units are supported by vast numbers of trucks - and it is those trucks that matter, not the tanks at hte front edge.

So movement should be motorised and non-motorised.

Combt should/could be different for armoured units than for units that are motorised but not armoured such as motorised infantry - the addition of armour guves an entirely different dimension to hte added mobility tht trucks give infantry.
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Post by vypuero »

Well one thing is sometimes my garrisons would get stuck and could not move at all - They should have a 3 move rather than 2, especially since their cost was not dropped - make sense? This means they can always move at least 1 - although even at 2 I am not sure why they got stuck? Does org play into it?

I would also expect a small subtraction for forest and rough terrain. I would have just a different factor for motor vs. foot as Stalin says:

Foot/Motor

Clear 1/1
Desert 1.5/1
Rough, Forest 1.5/1.5
Mountain 2/2.5
Swamp 2/3

also - how does ZOC of enemy units affect this? That should also affect movement. Motorized should have a greater effect than foot.
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