2/3 movement. - Printable Version +- PG-HQ Forums (https://www.pg-hq.com/comms) +-- Forum: Panzer Grenadier (https://www.pg-hq.com/comms/forumdisplay.php?fid=3) +--- Forum: General Discussion (https://www.pg-hq.com/comms/forumdisplay.php?fid=4) +--- Thread: 2/3 movement. (/showthread.php?tid=2904) |
2/3 movement. - JayTownsend - 11-19-2023 I admit, I never liked the 2/3 movement rule for road with Mech & Inf units. Kind of wish it was an easier 1/2. RE: 2/3 movement. - Grognard Gunny - 11-19-2023 Me too! GG RE: 2/3 movement. - plloyd1010 - 11-19-2023 All that is very nice, but what if wheels on roads are intended to be more of an advantage than tracks? ½ is taken and 1 is probably too much. I'll also point out that at ½ for mechanized, the PzIII can keep up with a truck on the road, and a Sherman could outrun that same truck. Neither of those situations are supported in any trial or field data. I don't much like ⅔ either, but it is easier to count than ¾. RE: 2/3 movement. - leonard - 11-19-2023 If you have to mix road and non-road movement, count mech road mvt cost as being 0.7 per hex. Quite easy... RE: 2/3 movement. - Grognard Gunny - 11-20-2023 I Have a bad enough time with the 2/3rd, thank you. GG RE: 2/3 movement. - treadasaurusrex - 11-20-2023 For what it's worth . . . here's the house rule that a number of us use in shared, online Vassal play. It makes game play & flow SO much easier! Road Movement for Mechanized & Foot Units All FOOT & MECHANIZED units may move on roads at the rate of 1/2 a Movement Point (MP) per road hex, just like MOTORIZED units RE: 2/3 movement. - Tony M - 11-25-2023 (11-19-2023, 08:52 AM)plloyd1010 Wrote: All that is very nice, but what if wheels on roads are intended to be more of an advantage than tracks? ½ is taken and 1 is probably too much. I'll also point out that at ½ for mechanized, the PzIII can keep up with a truck on the road, and a Sherman could outrun that same truck. Neither of those situations are supported in any trial or field data. I don't like 2/3 and have been using 1/2. I prefer to simplify things whenever possible, because I just don't have the mental energy at this point in my life to bother with added complexity. Anyway, I only play solitaire, so it's fine as long as the result does not deviate *too* far from reality. Some deviation I just attribute to "fog of war" and move on to the next stack of units. RE: 2/3 movement. - plloyd1010 - 11-25-2023 (11-20-2023, 02:27 AM)treadasaurusrex Wrote: For what it's worth . . . here's the house rule that a number of us use in shared, online Vassal play. It makes game play & flow SO much easier! Keep in mind, with that house rule, a Sherman can can outrun a truck on the road and infantry are almost as fast. I sure wish I could quick-walk at 30-40 mph. RE: 2/3 movement. - treadasaurusrex - 11-27-2023 Yep, and in a 15-minute game turn, too! RE: 2/3 movement. - goosebrown - 11-27-2023 (11-19-2023, 11:26 PM)leonard Wrote: If you have to mix road and non-road movement, count mech road mvt cost as being 0.7 per hex. Quite easy... I quickly convert to two times the square root of the total hexes moved divided by the speed of the unit expressed as a ratio of truck to PzIII. I find it much simpler that way. |