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Here's a "Hmmmmm!" thought for you.
12-02-2025, 06:43 AM,
#1
Here's a "Hmmmmm!" thought for you.
I have thought hard and long and played around with the "common" house rule that mechanized units can go at a rate of one hex per movement point across clear terrain vs 1 1/2 MP. My final determination on the subject is that while the "actual" expenditure of MPs is a moot point, what is does do is upset the machinations of the scenario settings. My question is: Is this upsetting to the designers (who attempt a bit of "balance" in their designs)? I think 1 1/2 is quite good enough and more closely meets the reality criteria than does the 1 hex per MP. It could well be that the designers take the 1 1/2 hex criteria into consideration when designing the scenarios and therefore the entire system is predicated on that.

Whaddya think?

GG
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12-02-2025, 07:27 AM,
#2
RE: Here's a "Hmmmmm!" thought for you.
IMHO, at this scale, the 2/3 of a MP cost for foot units moving on a road, and the same for mechanized units is an unnecessary complication that should be dropped in the next version of the PG rules.

I think that the same applies to mechanized travel on clear hexes at 1 MP, rather than the very odd and unecessary PG rule of 1.5 MP per clear hex at this scale. This has no apparent bearing on game play, and I very much doubt that it upsets scenario designers.

Both these now-common, "house rules" make the game simpler, quicker to calculate and more enjoyable to play, IMHO.

Then again, as others have often said in the Forum: it's your game, play it any way you'd like.
Miguelibal, Tubac52, Sonora And 11 others like this post
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12-02-2025, 01:32 PM,
#3
RE: Here's a "Hmmmmm!" thought for you.
As with any special rules, you need to think about game play effects. Not that that is bad, but you might need to make allowances, especially for when reinforcements arrive and enter the battle by cross-country movement.  The Crossing at Alytus was my biggest wake up call, though there are others. In the other hand, mechanized 1 MP per hex doesn't effect on board setups much and does allow for a more fluid battle.
OldPueblo, Tankodactyl, Dougal1951 And 11 others like this post
... More and more, people around the world are coming to realize that the world is flat! Winking
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12-03-2025, 03:26 AM,
#4
RE: Here's a "Hmmmmm!" thought for you.
I just played Luck of the 21st Panzer from Road to Berlin. That scenario has mud rules which slow everyone down. Changing the base rate for mech from 1 1/2 to 1 in clear would significantly impact the timing in that one.
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12-03-2025, 06:44 AM,
#5
RE: Here's a "Hmmmmm!" thought for you.
(12-03-2025, 03:26 AM)joe_oppenheimer Wrote: I just played Luck of the 21st Panzer from Road to Berlin. That scenario has mud rules which slow everyone down. Changing the base rate for mech from 1 1/2 to 1 in clear would significantly impact the timing in that one.
Thanks for posting this example. I just tried posting a reply, that apparently failed to register. Here's another try . . .

The individuals I play with honor the special scenario rules (SSRs) that come with the games. So, in this case, if using the mechanized unit house rule of expending 1 MP per clear terrain hex, then each tank moving off-road in a clear hex would simply pay 2MP per hex.

No problem, IMHO, as there is no appreciable impact on the scenarios with mud rules that I have experienced in shared plays. Also, I see that most of my opponents list any additions to the standard, or SSR rule sets, for the benefit of all of us.
PANISTA, cochise75, sagunto And 10 others like this post
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12-03-2025, 07:15 AM,
#6
RE: Here's a "Hmmmmm!" thought for you.
I agree.

There is no apparent impact in this example. That mechanized movement house rule does, simplify and speed up online, shared play - especially for old guys like me with eyesight limitations, that are rely on other player's VPNs, to play this fiddly, but fun, board game in cyberspace.
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12-03-2025, 07:18 AM,
#7
RE: Here's a "Hmmmmm!" thought for you.
In the scenario I referenced the mech units all have movement rates of either six or eight. Changing the base rate for clear means they'd move either three or four clear hexes per turn. With the rules as written they move two or three hexes per turn. To me, that would have a significant impact on what was designed as a slowly unfolding scenario.
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12-03-2025, 08:12 AM,
#8
RE: Here's a "Hmmmmm!" thought for you.
Oh my, I guess that you should use your best judgement, and proceed with the muddy scenario that you're playing.

I don't have the scenario that you are playing, so it's hard to tell what kind of an impact that using this house rule would cause. You're an experienced player, so your determinatioin of "a significant impact" is all that matters.

Thanks for an interesting discussion on this topic.
treadasaurusrex, PANISTA, Sonora And 10 others like this post
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12-03-2025, 01:08 PM,
#9
RE: Here's a "Hmmmmm!" thought for you.
Is it me, or does it same like all the former tankers can't do math?   Tongue Angel Winking
wleonard1, treadasaurusrex, Grognard Gunny And 1 others like this post
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12-03-2025, 02:14 PM,
#10
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

I don't know about that. I was in engineering, so I was and am always doing math. So from my perspective, most people don't do math.
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