View Full Version : Exact Time?
MonsterZero
08 Sep 02, 23:27
The game interface tells me the turn is "AM" or "PM" but what if I want to know the exact time?
Originally posted by MonsterZero
The game interface tells me the turn is "AM" or "PM" but what if I want to know the exact time?
Then buy a watch.
lol
There isn't an exact time setting I think.
General Staff
09 Sep 02, 05:50
Tongue in cheek here, but you should be able to calculate it by figuring out how far through your turn you are in terms of rounds expended.
AM=12 hours. 10 rounds/turn. Turn start = 00:00 hours. End of round 1=01:12, round 2=02:24, round 3=03:36, round 4=04:48, round 5=06:00 etc... Combats that last several rounds really then last multiples of 72 minutes...
Presumably if you lose a proficiency roll and your turn ends it indicates that your troops, totally exhausted, fell asleep on the job- only to wake up for the next turn beginning at 12:00 hours...;)
Major Banned
09 Sep 02, 07:07
Originally posted by MonsterZero
The game interface tells me the turn is "AM" or "PM" but what if I want to know the exact time?
I think this has to be one of the warning signs. :cry: Another lost soul.
General Staff
09 Sep 02, 07:19
Originally posted by JAMiAM
Then buy a watch.
Failing that, look out the window...
Originally posted by General Staff
Tongue in cheek here, but you should be able to calculate it by figuring out how far through your turn you are in terms of rounds expended.
AM=12 hours. 10 rounds/turn. Turn start = 00:00 hours. End of round 1=01:12, round 2=02:24, round 3=03:36, round 4=04:48, round 5=06:00 etc... Combats that last several rounds really then last multiples of 72 minutes...
Presumably if you lose a proficiency roll and your turn ends it indicates that your troops, totally exhausted, fell asleep on the job- only to wake up for the next turn beginning at 12:00 hours...;)
...and then, when you play by variable turn and you played two turns in a row, what does that make the times for the opponent following tactical turns? :D
General Staff
09 Sep 02, 17:25
Originally posted by Gordon Shumway
...and then, when you play by variable turn and you played two turns in a row, what does that make the times for the opponent following tactical turns? :D
Oh dear. It's been a while since I 'touched' the PO...
Major Banned
09 Sep 02, 17:26
Originally posted by General Staff
Tongue in cheek here, but you should be able to calculate it by figuring out how far through your turn you are in terms of rounds expended.
AM=12 hours. 10 rounds/turn. Turn start = 00:00 hours. End of round 1=01:12, round 2=02:24, round 3=03:36, round 4=04:48, round 5=06:00 etc... Combats that last several rounds really then last multiples of 72 minutes...
Presumably if you lose a proficiency roll and your turn ends it indicates that your troops, totally exhausted, fell asleep on the job- only to wake up for the next turn beginning at 12:00 hours...;)
But that's under the assumption that all activity began at 00:00 hours. You have to also factor in whether or not your forces have the ability to operate at night, time of year and distance from the equator. So if you were doing battle in Finland around December 21st with no ability to fight in the dark, the sun comes up at 11:00 in the AM, 10 combat rounds, would mean each round would last about 6 minutes. Of course, if it was summer time or if you were doing battle in southern Argentina on December 21st, then your analogy would be correct.
:p
I'm tellin ya, this is an incipient disease. Maybe we need a telethon or something.
:D
General Staff
09 Sep 02, 17:46
Hmmm. Finland. For some reason Finland always conjures up an image of a vengeful Santa in a Panzer V trying desperately to eliminate a renegade Rudolf in a Sherman M4/76. Just can't shake it...
Do you think the Panther needs a little extra oomph in it's combat modifier in am turns? To reflect the only one hour of daylight in winter and its superior headlights? Plus Rudolf could freeze if caught in the glare...
Major Banned
09 Sep 02, 21:32
Originally posted by General Staff
Hmmm. Finland. For some reason Finland always conjures up an image of a vengeful Santa in a Panzer V trying desperately to eliminate a renegade Rudolf in a Sherman M4/76. Just can't shake it...
Do you think the Panther needs a little extra oomph in it's combat modifier in am turns? To reflect the only one hour of daylight in winter and its superior headlights? Plus Rudolf could freeze if caught in the glare...
I suppose it might see some gain in the headlight modifier, but whatever gain there would be would be offset by the weather modifier, thus giving Rudolph the mobility advantage. But no self-respecting reindeer would be caught dead (literally) in such a poor AFV as a Sherman M4/76. I'm thinking more along the lines of antlers sticking out the hatch of a KV-85 or ISU-152. 3 out of 4 reindeer, prefer the wider stance for manuvering around on the Finnish tundra. Plus you can't beat them for firepower! Get those side shots on those Panthers, especially when you only have 6 minutes a turn.
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