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Old October 8th, 2008, 07:44 PM
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Red face Re: Transport for U.S. Patriot units.

I stand corrected Don, 5 mins is easier to figure out how long a battle is.

Bob out
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Old September 14th, 2009, 12:48 PM
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Default Re: Transport for U.S. Patriot units.

Quote:
Originally Posted by PanzerBob View Post
I stand corrected Don, 5 mins is easier to figure out how long a battle is.

Bob out
5 minutes of time per move, even 10 for "campaign time" purposes is more realistic.

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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