Idiotic land combat movement

Gary Grigsby's strategic level wargame covering the entire War in the Pacific from 1941 to 1945 or beyond.

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rtrapasso
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RE: Idiotic land combat movement

Post by rtrapasso »

ORIGINAL: Feinder
Well i can't speak for Toms troops, but mine are givin the same dietary supplements that our finest baseball players use.

A largely over-looked comment that bears recognition.

[:D]

-F-


Well, i did snort on reading it, but it hardly consistutes the proper recognition it deserves... [:D] [&o]
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rtrapasso
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RE: Idiotic land combat movement

Post by rtrapasso »

Movement speeds are all listed in manual.



i haven't been able to find the "slingshot" speeds - what page are they on? [:D]
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mogami
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RE: Idiotic land combat movement

Post by mogami »

Hi, Units pay to leave a hex not to enter. Unlike most games where it is the reverse. (It works out the same in the end) But a unit with 59 movement points towards exiting a RR/Highway hex is going to move 90 miles. (The slingshot) A unit moving into a RR hex pays for the hex it is leaving. (a unit going the other direction will move through the next hex)  wierd but it is in the manual and so should not confuse or suprise anyone.
I think people are not understanding units plot multi hex moves according to supply paths so if there is an enemy controled hex (empty or not) that hex will be plotted around and that is why units move off of roads. To enter an enemy hex you must plot the specific hex.
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rtrapasso
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RE: Idiotic land combat movement

Post by rtrapasso »

ORIGINAL: Mogami

Hi, Units pay to leave a hex not to enter. Unlike most games where it is the reverse. (It works out the same in the end) But a unit with 59 movement points towards exiting a RR/Highway hex is going to move 90 miles. (The slingshot) A unit moving into a RR hex pays for the hex it is leaving. (a unit going the other direction will move through the next hex)  wierd but it is in the manual and so should not confuse or suprise anyone.
I think people are not understanding units plot multi hex moves according to supply paths so if there is an enemy controled hex (empty or not) that hex will be plotted around and that is why units move off of roads. To enter an enemy hex you must plot the specific hex.

Gotcha - however, as has become painfully obvious, this movement system can produce some very strange, counterintuitive results.
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DuckofTindalos
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RE: Idiotic land combat movement

Post by DuckofTindalos »

Yeah, the land movement system too...
We are all dreams of the Giant Space Butterfly.
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mogami
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RE: Idiotic land combat movement

Post by mogami »

Hi, I think the difficult part of WITP movement is units do not always move the same distance. Unlike most games WITP reduces movement due to fatigue.  a unit that begins moving 5 miles per day might only move 1 mile. In board games a player can calculate exactly when a unit or stack will be in place but in WITP they may arrive quite late. 
In WITP you just can't move at your whim you have to wait for the units to rest.  (It can really get annoying when you order a stack to follow and the lead unit is wore out)
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rtrapasso
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RE: Idiotic land combat movement

Post by rtrapasso »

ORIGINAL: Mogami

Hi, I think the difficult part of WITP movement is units do not always move the same distance. Unlike most games WITP reduces movement due to fatigue.  a unit that begins moving 5 miles per day might only move 1 mile. In board games a player can calculate exactly when a unit or stack will be in place but in WITP they may arrive quite late. 
In WITP you just can't move at your whim you have to wait for the units to rest.  (It can really get annoying when you order a stack to follow and the lead unit is wore out)


Yes, and unfortunately, you can not get your troops to rest half-way through a march - i.e. - there is no PAUSE MARCH button. If you pause at 59 miles because some troops are lagging behind and you want them to all enter the enemy held hex at the same time - your movement resets to zero...
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Feinder
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RE: Idiotic land combat movement

Post by Feinder »

Mog, while it -mostly- is the same (paying to leave or enter), it goes against every other game on the planet.  Most folks playing WitP are very familiar with grognard style games, and the fact that WitP seems to be the only one to pay to leave, it (obviously) causes no end of confusion.
 
I objectively understand that it mostly comes out in the wash, but frankly I think it was a collossal "WTF?" decision to do it that way, and doesn't bear defending.  Suffice to say, it -does- work that way (pay to leave), but that doesn't mean it was a good idea.
 
-F-
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mogami
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RE: Idiotic land combat movement

Post by mogami »

Hi, The reason is simple. Units pay to leave a hex not enter because that is where they are located at the time. Other games do not have variable movement rates that depend on fatigue and so you just pay as you go. In WITP a unit can actually be "interdicted" You can slow enemy movement by air attacks.  Pay as you enter does not work because units move over the 24 hour turn. In board games units always start a turn with full movement and move as long as they can pay cost. In no board game can you carry over unused movement points. In WITP you do carry over from 1 turn to the next.  Unless this is understood then WITP movement system looks strange. You can't think board game movement in WITP you have to adjust more to real time movement thinking. Units are moving when they are inside a hex not just when they cross a hex side into a new hex. (Thats where people become confused along with projecting the actual path the unit will take if ordered to move more then 1 hex)
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Kwik E Mart
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RE: Idiotic land combat movement

Post by Kwik E Mart »

ORIGINAL: Mogami

Hi, The reason is simple. Units pay to leave a hex not enter because that is where they are located at the time. Other games do not have variable movement rates that depend on fatigue and so you just pay as you go. In WITP a unit can actually be "interdicted" You can slow enemy movement by air attacks.  Pay as you enter does not work because units move over the 24 hour turn. In board games units always start a turn with full movement and move as long as they can pay cost. In no board game can you carry over unused movement points. In WITP you do carry over from 1 turn to the next.  Unless this is understood then WITP movement system looks strange. You can't think board game movement in WITP you have to adjust more to real time movement thinking. Units are moving when they are inside a hex not just when they cross a hex side into a new hex. (Thats where people become confused along with projecting the actual path the unit will take if ordered to move more then 1 hex)

mog, you have the patience of a saint...thanks for taking the time to give a detailed explanation to the rest of us mere mortals [&o]
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dtravel
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RE: Idiotic land combat movement

Post by dtravel »

ORIGINAL: Mogami

Hi, The reason is simple. Units pay to leave a hex not enter because that is where they are located at the time. Other games do not have variable movement rates that depend on fatigue and so you just pay as you go. In WITP a unit can actually be "interdicted" You can slow enemy movement by air attacks.  Pay as you enter does not work because units move over the 24 hour turn. In board games units always start a turn with full movement and move as long as they can pay cost. In no board game can you carry over unused movement points. In WITP you do carry over from 1 turn to the next.  Unless this is understood then WITP movement system looks strange. You can't think board game movement in WITP you have to adjust more to real time movement thinking. Units are moving when they are inside a hex not just when they cross a hex side into a new hex. (Thats where people become confused along with projecting the actual path the unit will take if ordered to move more then 1 hex)

I've understood that for over a year now. It was still a bad design decision.
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RUPD3658
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RE: Idiotic land combat movement

Post by RUPD3658 »

ORIGINAL: KDonovan
how in The Thread are these guys moving so fast?!

well i can't speak for Toms troops, but mine are givin the same dietary supplements that our finest baseball players use [:D[;)]

I used the "Dirty Dozen Method". The small number of men swicthed uniforms and went right through the Allied units then took the train. At least we were nice enough to buy tickets.[:D]

By the way those supplements cause Roid Rage, destroy brain cells and shrink your um..you know whats. Maybe this is why they had to go off into the woods.

I too have had problems in India. I took a wrong turn leaving Yanam and most of my invasion force is now stuck in the woods. This is what I get for using Mapquest to plan my conquests. "Take slight left leaving Yanam and proceed 60 miles...
"The difference between genius and stupidity is that genius has limits"- Darwin Awards 2003

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