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2/3 movement. - Printable Version

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2/3 movement. - JayTownsend - 11-19-2023

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.


RE: 2/3 movement. - Grognard Gunny - 11-19-2023

Me too!

GG


RE: 2/3 movement. - plloyd1010 - 11-19-2023

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.


RE: 2/3 movement. - leonard - 11-19-2023

If you have to mix road and non-road movement, count mech road mvt cost as being 0.7 per hex. Quite easy...


RE: 2/3 movement. - Grognard Gunny - 11-20-2023

I Have a bad enough time with the 2/3rd, thank you.

GG


RE: 2/3 movement. - treadasaurusrex - 11-20-2023

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


RE: 2/3 movement. - Tony M - 11-25-2023

(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.


RE: 2/3 movement. - plloyd1010 - 11-25-2023

(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.


RE: 2/3 movement. - treadasaurusrex - 11-27-2023

Yep, and in a 15-minute game turn, too!


RE: 2/3 movement. - goosebrown - 11-27-2023

(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.