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Here's a "Hmmmmm!" thought for you.
12-03-2025, 04:59 PM,
#11
RE: Here's a "Hmmmmm!" thought for you.
I personally prefer the one mp per hex for mechanized units. It does effect how soon reinforcements arrive to where they are needed but not nearly as much as bad reinforcement die rolls. In scenarios that involve exiting units it does help the side exiting units but with all the other variables I don't think it skews balance all that much. I do use the official movement rate when playtesting the scenarios. I just never understood using a fraction in something so basic as movement.
                                                 Just my opinion, Mike
Miguelibal, ACav, sagunto And 13 others like this post
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12-04-2025, 02:19 AM,
#12
RE: Here's a "Hmmmmm!" thought for you.
(12-03-2025, 01:08 PM)Blackcloud6 Wrote: Is it me, or does it same like all the former tankers can't do math?   Tongue Angel Winking
Hmm, the math skills may be subpar, but some of us can actually spell the word, "seem."  Angel Tongue

Don't you just love word substitution software?
OldPueblo, sagunto, PANISTA And 11 others like this post
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12-04-2025, 07:04 AM,
#13
RE: Here's a "Hmmmmm!" thought for you.
Case in point: I recently finished a pair of scenarios in which to attack a certain area, the tanks had to cross an open "plain". The 1 1/2 hex movement rate would have left the tanks in the open and gotten them shot at, the 1 hex rate got them neatly across the plains and into hidden terrain. .....and it is ALL up to you as to which is "better" for you (I guess).

Oh well, from what I can see of the ongoing war in the Ukraine, tanks are but a BFT (Big Fat Target) anyway.

GG
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12-05-2025, 04:38 AM,
#14
RE: Here's a "Hmmmmm!" thought for you.
You might be all happy with Ardennes 44 where vehicle movement cost is changed to :
2 (3 mot) for mech in clear
1 for mech/mot on road

All due to mud/snow.
treadasaurusrex, CavDo, ACav And 12 others like this post
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12-05-2025, 06:16 AM,
#15
RE: Here's a "Hmmmmm!" thought for you.
Attaboy, Philippe!

Fractions are for rules-lawyers and the persnickety.
sagunto, ACav, Tambu And 11 others like this post
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12-05-2025, 08:40 AM,
#16
RE: Here's a "Hmmmmm!" thought for you.
(12-05-2025, 06:16 AM)treadasaurusrex Wrote: Attaboy, Philippe!

Fractions are for rules-lawyers and the persnickety.
And cranky, often hidebound, infantrymen . . .
sagunto, Tankodactyl, Reconquista And 11 others like this post
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12-05-2025, 10:25 AM,
#17
RE: Here's a "Hmmmmm!" thought for you.
My curiosity on this issue was finally piqued by all the former treaders that have weighed in. So, let's compare the gold standard (ASL) to our favorite platoon-size unit game. As an aside, I had avoided ASL like the plague until the late Daedalus (may he rest in peace) sent me an ASL Starter Kit for my birthday, after which we played that exclusively for a couple of years before his passing. But I digress....if one takes the Pz.IVH for comparison, it has 8 movement factors in PG and 13 MF in ASL. Looking at that based on the time scale and hex scale of each game, the German AFV would travel at 9.7 mph in ASL; this is calculated by taking the hex dimension of 40m x13 MF (520m) multiplied by 30 (since time scale in ASL is 2 minutes/turn). A similar calculation for PG, which has 200m hexes and 15 minute turns works out to a hair under 2.5 mph (5 hexes x 200m = 1000m; OK, I used 7.5 MF as the AFV can't use all 8 MF) multiplied by 4 time segments per hour. 
DISCLAIMER: I sure hope that all these calculations are correct; if not contact my grade school arithmetic teachers. 
So, the Pz.IVH is either much slower in PG, or we just have to accept that these movement factors are an abstraction. From reading about the norms of the day back then, the Germans used a 12.5 mph expectation during day and 7.5mph at night. This assumed some road travel, but allowed for tactical maneuvering, rest, repairs, etc. So, ASL may not be too far off, but PG definitely seems to underestimate tank speed with this particular vehicle. I'll leave to the game designers to do these calculations for every tank and scale actual speed to hexes, but my preference is just to go with the published stats and enjoy the game as developed, the assumption being that all scenarios have been extensively play-tested based on that MF value.
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12-05-2025, 10:52 AM,
#18
RE: Here's a "Hmmmmm!" thought for you.
Thank you, Schoenwulf!  You have made my point!  Big Grin

GG
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12-05-2025, 02:06 PM,
#19
RE: Here's a "Hmmmmm!" thought for you.
(12-05-2025, 10:52 AM)Grognard Gunny Wrote: Thank you, Schoenwulf!  You have made my point!  Big Grin

GG
Actually, I think that Schoenwulf's calculations indicate that tanks at 1.5 MP per clear hex is unrealistically slow in the 4th edition PG rules as published.

AFVs should move at 1 MP per clear hex and 2 MP when traversing a hill slope. The opposite point of view seems far more realistic.

I think that the same rationale applies for road movement, as both foot units and mechanized should not be shackled to the unrealistic same speed of 2/3 of a MP per road hex.
Tankodactyl, OldPueblo, PANISTA And 11 others like this post
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12-06-2025, 01:16 AM,
#20
RE: Here's a "Hmmmmm!" thought for you.
.... and we shall vote with the "party line". 

GG
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