Wheeling a division
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- Master Sergeant - Bf 109E
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Wheeling a division
I understand that wheeling a division is like the whole division is one big block and the wheel is determined by the unit furthest out, the units closer to the pivot point wheeling less.
What I'm stupid about is how to do it as a practical matter -- short of cutting out a paper rectangle the size of the division, any practical advice on how to visualize this so as to wheel accurately? Even looking at the example in the book I'm having a hard time imaging how I'd actually work it out.
What I'm stupid about is how to do it as a practical matter -- short of cutting out a paper rectangle the size of the division, any practical advice on how to visualize this so as to wheel accurately? Even looking at the example in the book I'm having a hard time imaging how I'd actually work it out.
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- Field Marshal - Elefant
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- Master Sergeant - Bf 109E
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I mean wheeling a division, though. The concern is if the unit on the outside edge of the division's wheel is in the second line of the division. It has me a bit confused how I will do it on the tabletop.
I'm also a little worried about how I'm going to get all the units in the division to keep their position relative to each other when the division wheels. Not sure how to do that, so any practical advice appreciated!
I'm also a little worried about how I'm going to get all the units in the division to keep their position relative to each other when the division wheels. Not sure how to do that, so any practical advice appreciated!
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- Field Marshal - Me 410A
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Easiest solution would be to never wheel them in a division in the first place.
Now as easy as that may be it is also probably not a practical solution so you might need a nice long straight edge the width of your division. Use it to measure the farthest units move. Leave it in place and measure the distance to the next unit in the division. Move the outside guy. Measure the distance between the next one in and whoever is beside it, move the second unit in from the outside and make sure it ends up the same distance from the first one you moved. Keep measuring and moving until they are all moved. Should help keep the spacing the same and they all end up on the same wheel line.
Or as I said at first, just don't wheel in a division which would still be the easiest solution
Now as easy as that may be it is also probably not a practical solution so you might need a nice long straight edge the width of your division. Use it to measure the farthest units move. Leave it in place and measure the distance to the next unit in the division. Move the outside guy. Measure the distance between the next one in and whoever is beside it, move the second unit in from the outside and make sure it ends up the same distance from the first one you moved. Keep measuring and moving until they are all moved. Should help keep the spacing the same and they all end up on the same wheel line.
Or as I said at first, just don't wheel in a division which would still be the easiest solution

Use wheeling sticks ie 40mm rods, and to be honest not had a problum with wheeling its like wheeling a BL a long one mind but no of my opponents complained.
Last edited by david53 on Sun Sep 26, 2010 9:06 am, edited 1 time in total.
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- Master Sergeant - U-boat
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- Master Sergeant - Bf 109E
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- Field Marshal - Me 410A
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- Senior Corporal - Ju 87G
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The new "Regimental Fire & Fury" included a "wheel template" at the back of the book which can also be down-loaded from here:
http://fireandfury.com/rffsupport/rff_w ... mplate.pdf
It should be fairly easy to make a similar template for either 40mm & 60mm wide basing.
John Mc
http://fireandfury.com/rffsupport/rff_w ... mplate.pdf
It should be fairly easy to make a similar template for either 40mm & 60mm wide basing.
John Mc
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- Field Marshal - Me 410A
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I doubt those big wheels were all that accurate any way, as the troops would get jogged out of line and then you would likely stop and redress ranks when the wheel was complete. If you see some of the Tied knot footage there is a lot of smoke on the battle field once things get going alright. No wonder those poor officers got lost and tried to join enemy units.
Question as to how one wheels (or even moves) a division when all of its component units are not facing in the same direction (i.e. some units are "kinked" relative to one another). It would seem at first glance that such movement would be impossible because there would be no way for the units to remain in "exactly the same positions relative to each other" after the move. This would effectively require units within a division to face in the same direction. Is that the intended effect?
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- Field Marshal - Me 410A
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- Lieutenant-General - Nashorn
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Matt, in the Beta rules there was a diagram on wheeling a division but it did not cover your kinky case. It did not make it to the main rules. I think the key part is 'relative to each other'.
If you think about it as a line marking the front of a division wheeling 12 degrees anti clockwise, all you do is pick a point on a corner of the kinky line make that parallel to the line marking the front of the division, mark a line perpendicular to that point and keeping everything else relative swing it round. A little trig. and you will be able to ensure that the angle of kink remains the same relative to the original front and away you go.
Alternately you could just make it simple and say 'This would effectively require units within a division to face in the same direction'.
:)
If you think about it as a line marking the front of a division wheeling 12 degrees anti clockwise, all you do is pick a point on a corner of the kinky line make that parallel to the line marking the front of the division, mark a line perpendicular to that point and keeping everything else relative swing it round. A little trig. and you will be able to ensure that the angle of kink remains the same relative to the original front and away you go.
Alternately you could just make it simple and say 'This would effectively require units within a division to face in the same direction'.
:)
Hmmm... I'm not quite visualizing how this would work. It would seem to me that moving all of the components of a kinked division so that they all end in "exactly" the same relative position would necessarily require some double wheels (wheel to line up with the direction of the division's march, forward move, 2nd wheel to line back up with the original facing). As double wheels are prohibited in divisional moves, this would appear to be illegal. It would be nice to get an official ruling on this one, as we seem to have a situation where the literal rules contradict the intent of the rules.timmy1 wrote:Matt, in the Beta rules there was a diagram on wheeling a division but it did not cover your kinky case. It did not make it to the main rules. I think the key part is 'relative to each other'.
If you think about it as a line marking the front of a division wheeling 12 degrees anti clockwise, all you do is pick a point on a corner of the kinky line make that parallel to the line marking the front of the division, mark a line perpendicular to that point and keeping everything else relative swing it round. A little trig. and you will be able to ensure that the angle of kink remains the same relative to the original front and away you go.
Alternately you could just make it simple and say 'This would effectively require units within a division to face in the same direction'.
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- Field of Glory 2
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Matt is correct. The effect of the rules is that all BGs moving as a division have to start facing in the same direction. This is as intended. I agree that it would have been good for us to have stated this explicitly, but it does follow from the rules as written.iversonjm wrote:Hmmm... I'm not quite visualizing how this would work. It would seem to me that moving all of the components of a kinked division so that they all end in "exactly" the same relative position would necessarily require some double wheels (wheel to line up with the direction of the division's march, forward move, 2nd wheel to line back up with the original facing). As double wheels are prohibited in divisional moves, this would appear to be illegal. It would be nice to get an official ruling on this one, as we seem to have a situation where the literal rules contradict the intent of the rules.
One for the FAQ I guess.
Thanks!rbodleyscott wrote:Matt is correct. The effect of the rules is that all BGs moving as a division have to start facing in the same direction. This is as intended. I agree that it would have been good for us to have stated this explicitly, but it does follow from the rules as written.iversonjm wrote:Hmmm... I'm not quite visualizing how this would work. It would seem to me that moving all of the components of a kinked division so that they all end in "exactly" the same relative position would necessarily require some double wheels (wheel to line up with the direction of the division's march, forward move, 2nd wheel to line back up with the original facing). As double wheels are prohibited in divisional moves, this would appear to be illegal. It would be nice to get an official ruling on this one, as we seem to have a situation where the literal rules contradict the intent of the rules.
One for the FAQ I guess.
Because Dave R. isn't the only one who can play at this game:
rbodleyscott wrote: Matt is correct.
babyshark wrote:Matt is right.