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Re: Transport for U.S. Patriot units.
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Re: Transport for U.S. Patriot units.
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Re: Transport for U.S. Patriot units.
IMHO 5 mins give or take a few, I've based this out what the game says plus some checking around on max unit speeds. Although PlasmaKrab your timings would fit if nothing is really happening. however as soon as someone moves or fires the 5min rule should apply.;) All that being said some rounds of HEAT for example should go right though some targets and don't as in real life. :doh:;):D
Bob out :cool: |
Re: Transport for U.S. Patriot units.
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Both games have this bit of info on the first page of the game guide under "Introduction" and it's been there for years. Quote:
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Re: Transport for U.S. Patriot units.
:o I stand corrected Don, 5 mins is easier to figure out how long a battle is. ;)
Bob out:D |
Re: Transport for U.S. Patriot units.
Did go back and had no luck with U.S. transport of the Patriot. But I do understand about game time vs. unit transport time.
Thanks to all! Pat:down: |
Re: Transport for U.S. Patriot units.
As far as I know no transport unit will shift this & a couple of other SAMs as they are to large. Makes sense unless its on a dedicated vehicle the setup is to long, however all should probably really be untransportable or vica versa.
When playing late US you either have static SAM defence with radar capable of attacking standoff units or mobile all without radar. It is a problem the game has Radar SAMs are important if you want a half decent chance vs standoff attacks. |
Re: Transport for U.S. Patriot units.
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Re: Transport for U.S. Patriot units.
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I cant recall which set of tabletop rules had such a comment, ie that their move was 1 minute, but for moving things about a separate campaign map call it 5, but it is rather true. (That set of rules allowed the full 'dead' time for engineering tasks, and realistically ours do as well. Clearing mines etc really takes much longer than in the game). A move in any wargame may be X but we have a player-god pushing everyone around "personally". So all troops are more active than in real life, overall to the battle. IRL there is more dead time waiting about, as cluster-trucks get sorted, folks nip off for a quiet ciggie or just take time to put their act together. IRL troops and commanders are more cautious than wargamer player-Gods with our all-seeing eyes and ability to chivvy along each element individually!. But it would be boring to have the guys 'hang around' like they really do in our game of 'toy soldiers'. Player-Gods want a more Hollyweird type of alt-reality. so - 1-3 minute of 'wargame' time = about 5/6 minutes real life elapsed time once the real-life 'dead' time is factored into the equation. 10/12 WinSP moves => 1 real life battle-hour is probably a good rule of thumb. 20-30 'action' minutes, and ignoring (in game terms) the other dead 'administrative' time. Andy |
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