Unrealistically Slow Movement

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75Pak
Posts: 31
Joined: Wed Sep 20, 2017 9:30 pm

Unrealistically Slow Movement

Post by 75Pak »

Historically the German 1st Cavalry division made it to the Zuider Zee in the early morning of the 2nd day, and they were practically there by the night of the 1st day. In the game this is simply not possible, even though there are no Dutch units blocking the way, it takes 3, close to 4 turns, to get 1st Cavalry to Zuider Zee. Why is this?


It is not possible to divide the 7th Flieger and 22nd Luftlande into separate battalions/regiments and seize the numerous bridges that were seized in Holland.


9th Panzer Division took Moerdijk on May 12, this is very difficult to have happen in the game.


French 25th Motorized Division crossed into Belgium around 12:00 pm [noon] on May 10 and advanced 150km in a rapid march to Antwerp, arriving by 0:00 hours [12:00 am midnight]. This isn't possible in the game.

An SS division reached Tilburg in the late morning/early afternoon of May 11. This is simply not possible in the game.



Movement is hampered and hindered, it isn't possible to make the wide sweeping rapid advances that are necessary to faithfully replicate the historical campaign.


Frankly the movement abilities of motorized and panzer divisions should be doubled or tripled, and cavalry divisions should be increased by 50% or doubled.
75Pak
Posts: 31
Joined: Wed Sep 20, 2017 9:30 pm

RE: Unrealistically Slow Movement

Post by 75Pak »

I like the game, but it needs substantial improvement in regards to realistic movement pace. Are there any mods for this?
Energisteron
Posts: 617
Joined: Sat Jun 17, 2017 5:50 am

RE: Unrealistically Slow Movement

Post by Energisteron »

I second that view, 75Pak

I have used French Rail movement to get a French Corps to Antwerp quickly, but I agree that fully motorised Divisions should move faster. Perhaps there could be a 'forced march' option?

I also really like the game, but here are some of my minor gripes (suggested improvements):-

1. Although it proved futile could Allied (or Axis for that matter) Air units be used to attempt to destroy bridges? I thought the AAA units were used specifically to defend bridges.

2. Could Engineer units be permitted to make bridges (this would be at a greater 'cost' than simply repairing bridges) in a hex without a bridge?

3. I am surprised that Rail bridges can be repaired to full capacity. Surely a destroyed rail bridge could not be rebuilt in the time frame of the campaign? It might be repaired so traffic could cross at much reduced speed which would mean additional AP for tracing supply.

4. I'd like to see a limit to the number of 'extra' French Divisions which are drafted in, presumably from the Italian Front, and that redeploying these north risks precipitating Italian intervention causing a significant fall in French morale, rail capacity and supply feed.

Overall, though this is a great game which captures the essence of the campaigns, both Case White and Case Yellow.
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