It said in the manual some place, but cant remember well... Hoe large was a hex supposed to be and how long does one turn of game time play in real life?
Also I wonder about the speed of units. Have heard different strategies like move in one turn shoot in the next one, but how is it really translated to real life situation? Like in one turn I move my squad for their full move-points and in the beginning of next turn they are as if not moving at all? Would really like to know some insight into this matter, for it bothers me more and more.
ANother issue is infantry squads. Having passed military training for a period of one year, I know some about infantry mobility and movement on the battlefields. Now I wonder if flanking works the way its supposed to. I know flanking works, but I wonder does it do that because the squad is under fire from two different directions, or is it because of their positioning on the battlefield. For example, if a squad of men is in point A facing 12'a clock, and enemy squad approaches them from 6 a clock, then does the assaulting squad cause massive damage to the squad at A because they are facing entirely another direction? In squad movement, especially in battle formations you dont have specific troop or two facing backwards. If anything you have two sidemost men, usually one MG, covering entire area ahead of the squad, or with angled zone of fire covering slight bits from the side of the squad. So I wonder does it set the A squad under massive disadvantage when they are fired upon first from rear. In SPWaW it seems as if they turn and can fire back, and I cant really tell. In real life such a situation would be a disaster for the A squad.
I already know about the tanks not being able to move backwards, shame but not a fatal issue, but their movement question is the same as the infantry one I had.
I would be very glad if someone could answer those questions


