m5000
03 Sep 06, 18:28
1. as for unit size/scale - i was wondering what you consider recommended unit sizes for each of the map scales, especially 2.5 km, and 5 km? e.g. would regiments be good for these two scales? or perhaps battalions ? (i'm talking about individual counters here, not formations)
2. as for time/scale i found the following in the TOAW III .chm manual (strange i can't find it in the .pdf):
Preferred Time – Map Scale Combinations
---------------------------------------
TOAW works best at the following time and map scale combinations:
· Six hour turns - 2.5 kilometers per hex
· Half day turns - 2.5 kilometers per hex
· Half day turns - 5 kilometers per hex
· Full day turns - 2.5 kilometers per hex
· Full day turns - 5 kilometers per hex
· Full day turns - 10 kilometers per hex
· Half week turns - 10 kilometers per hex
· Half week turns - 15 kilometers per hex
· Half week turns - 20 kilometers per hex
· Half week turns - 25 kilometers per hex
· Full week turns - 15 kilometers per hex
· Full week turns - 20 kilometers per hex
· Full week turns - 25 kilometers per hex
· Full week turns - 50 kilometers per hex
Acceptable Time – Map Scale Combinations
-----------------------------------------
The following combinations also work well, but unit movement rates will be skewed a bit from nominal “real world” values for playability purposes. The distortion is small; one or two movement allowance points one way or the other in most cases.
· Six hour turns - 5 kilometers per hex
· Half day turns - 10 kilometers per hex
· Full day turns - 15 kilometers per hex
· Half week turns - 5 kilometers per hex
· Half week turns - 50 kilometers per hex
· Full week turns - 10 kilometers per hex
Time – Map Scale Combinations to Avoid
--------------------------------------
Finally, the following scale combinations should be avoided as they introduce significant deviations from real world movement rates.
· Half day turns - 15 kilometers per hex
· Half day turns - 20 kilometers per hex
· Half day turns - 25 kilometers per hex
· Half day turns - 50 kilometers per hex
· Full day turns - 20 kilometers per hex
· Full day turns - 25 kilometers per hex
· Full day turns - 50 kilometers per hex
· Half week turns - 2.5 kilometers per hex
· Full week turns - 2.5 kilometers per hex
· Full week turns - 5 kilometers per hex
do you agree with these? or do you have your own recommendations?
2. as for time/scale i found the following in the TOAW III .chm manual (strange i can't find it in the .pdf):
Preferred Time – Map Scale Combinations
---------------------------------------
TOAW works best at the following time and map scale combinations:
· Six hour turns - 2.5 kilometers per hex
· Half day turns - 2.5 kilometers per hex
· Half day turns - 5 kilometers per hex
· Full day turns - 2.5 kilometers per hex
· Full day turns - 5 kilometers per hex
· Full day turns - 10 kilometers per hex
· Half week turns - 10 kilometers per hex
· Half week turns - 15 kilometers per hex
· Half week turns - 20 kilometers per hex
· Half week turns - 25 kilometers per hex
· Full week turns - 15 kilometers per hex
· Full week turns - 20 kilometers per hex
· Full week turns - 25 kilometers per hex
· Full week turns - 50 kilometers per hex
Acceptable Time – Map Scale Combinations
-----------------------------------------
The following combinations also work well, but unit movement rates will be skewed a bit from nominal “real world” values for playability purposes. The distortion is small; one or two movement allowance points one way or the other in most cases.
· Six hour turns - 5 kilometers per hex
· Half day turns - 10 kilometers per hex
· Full day turns - 15 kilometers per hex
· Half week turns - 5 kilometers per hex
· Half week turns - 50 kilometers per hex
· Full week turns - 10 kilometers per hex
Time – Map Scale Combinations to Avoid
--------------------------------------
Finally, the following scale combinations should be avoided as they introduce significant deviations from real world movement rates.
· Half day turns - 15 kilometers per hex
· Half day turns - 20 kilometers per hex
· Half day turns - 25 kilometers per hex
· Half day turns - 50 kilometers per hex
· Full day turns - 20 kilometers per hex
· Full day turns - 25 kilometers per hex
· Full day turns - 50 kilometers per hex
· Half week turns - 2.5 kilometers per hex
· Full week turns - 2.5 kilometers per hex
· Full week turns - 5 kilometers per hex
do you agree with these? or do you have your own recommendations?