11-27-2023, 09:55 AM,
(This post was last modified: 01-07-2024, 01:00 PM by plloyd1010.)
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plloyd1010
First Sergeant
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Posts: 3,408
Threads: 342
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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.
CavDo, ACav, Sonora And 12 others like this post
... More and more, people around the world are coming to realize that the world is flat!
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05-29-2024, 10:05 PM,
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Blackcloud6
Sergeant Major
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Posts: 626
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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,
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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, 11:27 AM,
(This post was last modified: 06-04-2024, 08:12 AM by treadasaurusrex.)
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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,
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RE: 2/3 movement.
On the other hand..... one can Boogie Outta there faster at 2/3rds rather than 1/2! Yes? ![Rolleyes Rolleyes](https://www.pg-hq.com/comms/images/smilies/rolleyes.gif) (Speaking from an old ground pounder's POV.)
GG
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05-31-2024, 10:40 AM,
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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, 12:43 PM,
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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 Winking](https://www.pg-hq.com/comms/images/smilies/winking.png)
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,
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RE: 2/3 movement.
Indeed!
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