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2/3 movement.
11-19-2023, 02:41 AM,
#1
2/3 movement.
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.
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11-19-2023, 06:54 AM,
#2
RE: 2/3 movement.
Me too!

GG
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11-19-2023, 08:52 AM,
#3
RE: 2/3 movement.
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.
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11-19-2023, 11:26 PM,
#4
RE: 2/3 movement.
If you have to mix road and non-road movement, count mech road mvt cost as being 0.7 per hex. Quite easy...
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11-20-2023, 01:07 AM,
#5
RE: 2/3 movement.
I Have a bad enough time with the 2/3rd, thank you.

GG
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11-20-2023, 02:27 AM,
#6
RE: 2/3 movement.
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
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11-25-2023, 08:32 AM, (This post was last modified: 11-25-2023, 08:33 AM by Tony M.)
#7
RE: 2/3 movement.
(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 much like ⅔ either, but it is easier to count than ¾.

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.
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11-25-2023, 10:27 AM,
#8
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

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.
... More and more, people around the world are coming to realize that the world is flat! Winking
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11-27-2023, 03:17 AM,
#9
RE: 2/3 movement.
Yep, and in a 15-minute game turn, too!
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11-27-2023, 06:25 AM,
#10
RE: 2/3 movement.
(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.
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