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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
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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
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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
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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?

Ben Turner
03 Sep 06, 19:40
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)

It depends on the scenario. Unit scale should be such that a) a single line combat unit doesn't produce a density penalty and b) it will be relatively rare for a hex to contain nine units. To achieve the latter, make smaller units (particularly if they're not line combat units- things like AA battalions) indivisible. It shouldn't be necessary to compromise between the two.

There really is no absolute answer.

2. as for time/scale i found the following in the TOAW III .chm manual (strange i can't find it in the .pdf):

That's because it originally comes from a different document. I think the first list is pretty good to work by. Your choice of time scale depends on what will be the major element of the scenario- combat or movement (shorter turns for the former). Also, if there are few or no motorised units, go for a longer time scale. The reverse if most units are motorised. The idea being to moderate unit move rates.

I'd personally be inclined to throw out;
Full day/2.5km
Half Week/25km

nemo
03 Sep 06, 19:48
I'd personally be inclined to throw out;
Full day/2.5km
Half Week/25km
Do you find the Full day / 2.5 km combination yields unsatisfactory results?

Ben Turner
03 Sep 06, 19:53
Do you find the Full day / 2.5 km combination yields unsatisfactory results?

I suppose it could be OK- especially if the movement rate in the scenario is low on the whole. Do you have a particular scenario in mind?

Actually I just looked at this- the movement rates aren't too bad at this scale. I'd prefer half-day turns on the whole, though.

nemo
03 Sep 06, 20:11
I suppose it could be OK- especially if the movement rate in the scenario is low on the whole. Do you have a particular scenario in mind?Mine :D
Infantry is in the 12/13 range, cavalry in the odd 20.

Actually I just looked at this- the movement rates aren't too bad at this scale. I'd prefer half-day turns on the whole, though. It'd double the scenario length for an operation with fixed dates - not an evil in itself, but needs to be taken into account beforehand.

m5000
03 Sep 06, 21:43
...make smaller units (particularly if they're not line combat units- things like AA battalions) indivisible...


how can you do it? i don't know the editor very well - is it possible to do with the editor in a regular way, or do you need to customise something, use a modified .exe, or some special trick?

Telumar
03 Sep 06, 21:53
how can you do it? i don't know the editor very well - is it possible to do with the editor in a regular way, or do you need to customise something, use a modified .exe, or some special trick?

No, it's not that drastic.. You can use the section size symbol (the two dots) in the force editor instead of the battalion symbol - they're amost similar. Section is the smallest size for a unit in toaw and is undividable.
Or you could take advantage of toaw3's graphic system, manipulate the numbers.bmp accordingly and put it into a folder named 'scenario xy' in the alt graphics folder (or the graphics folder).

Boonierat
06 Sep 06, 03:19
Don't forget the Force Movement Bias option, you can add up to 50% more movement points to units.

Choowee
08 Apr 07, 14:36
I am thinking of giving scenario design a go as I will soon have much more time on my hands.

I see Ben Turner's reply, but is there a more general rule of thumb concerning unit size/map scale?

Thanks for any thoughts.