Movement rates.
Moderators: firepowerjohan, Happycat, rkr1958, Slitherine Core
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- Brigadier-General - 8.8 cm Pak 43/41
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Movement rates.
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) ?
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- Senior Corporal - Ju 87G
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- Brigadier-General - 8.8 cm Pak 43/41
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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???
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???
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- Brigadier-General - 8.8 cm Pak 43/41
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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.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 would suggest that perhaps a larger armor movement penalty than 2 is called for, but that's your decision.
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- Master Sergeant - Bf 109E
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Movement costs
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.
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.
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- Brigadier-General - 8.8 cm Pak 43/41
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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?
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?
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- Sergeant Major - Armoured Train
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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.
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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- Sergeant Major - SdKfz 234/2 8Rad
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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.
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.