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2/3 movement.
11-27-2023, 09:55 AM, (This post was last modified: 01-07-2024, 01:00 PM by plloyd1010.)
#11
RE: 2/3 movement.
(11-27-2023, 06:25 AM)goosebrown Wrote: 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.

I don't know about that equation. It appears to not work when the full moon falls on a Tuesday in a month with an R in it.  Winking
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... More and more, people around the world are coming to realize that the world is flat! Winking
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05-29-2024, 10:05 PM,
#12
RE: 2/3 movement.
(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!
 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

Geez, even this old grunt can do the 2/3 math.  Oh, wait, right, you were DAT, not a CDAT.  lol... just kidding...
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05-30-2024, 01:34 AM,
#13
RE: 2/3 movement.
(05-29-2024, 10:05 PM)Blackcloud6 Wrote:
(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!
 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

Geez, even this old grunt can do the 2/3 math.  Oh, wait, right, you were DAT, not a CDAT.  lol... just kidding...
Discerning & discriminating CDATs also hate the 2/3 movement rule on roads.
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05-30-2024, 10:38 AM,
#14
RE: 2/3 movement.
Your fancy computers don't do fractions?
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05-30-2024, 11:27 AM, (This post was last modified: 06-04-2024, 08:12 AM by treadasaurusrex.)
#15
RE: 2/3 movement.
They do, and darn quick, without having to be told to do so. Think "big picture," old boy . . . excessive details spoil the fun.

No body calculates main gun ranges, or driving distances, or fuel expenditure in thirds. Our gunners. prompted by their high-speed computers say things like, "Target identified, enemy BMP, at 1600 meters, load HEAT."

No one says, "Gosh Sir, that T-90 is at 2/3 of our maximum effective." Or --  "Oh my, the indirect approach distance is 635 plus 2/3."
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05-31-2024, 09:13 AM,
#16
RE: 2/3 movement.
On the other hand..... one can Boogie Outta there faster at 2/3rds rather than 1/2! Yes?  Rolleyes (Speaking from an old ground pounder's POV.)

GG
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05-31-2024, 10:40 AM,
#17
RE: 2/3 movement.
Hmm . . .

INF MPs = 3, so at 1/2 per road hex that is 6 hexes (1200 meters) in a 15 minute activation segment.

At 2/3 of a MP per road hex, that is only 4.5 road hexes in the same timeframe.
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05-31-2024, 11:25 AM,
#18
RE: 2/3 movement.
This is very easy, btw: at 2/3 MP/hex, every three hexes cost 2 MP.  If you go off the road after going one or two hexes on the road, round up; all fractions in the game are rounded up.  It's so simple even an infantryman can do it.  Winking
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05-31-2024, 12:43 PM,
#19
RE: 2/3 movement.
(05-31-2024, 11:25 AM)Blackcloud6 Wrote: This is very easy, btw: at 2/3 MP/hex, every three hexes cost 2 MP.  If you go off the road after going one or two hexes on the road, round up; all fractions in the game are rounded up.  It's so simple even an infantryman can do it.  Winking

Foot units are very simple. Where the "issue" arises is mechanized units moving partial down a road and then down clear. Then you are adding halves and thirds and its a headache. (at least in 4th).
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05-31-2024, 03:49 PM,
#20
RE: 2/3 movement.
Indeed!
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