Page 1 of 1
Turn Length
Posted: Sun Mar 09, 2008 7:17 pm
by junk2drive
How long is a turn/phase in real time? (Between orders)
i.e. Combat Mission, 60 seconds, Panzer Command, two 40 sec phases, TacOps, 4 x 15 sec phases.
Search turned up empty.
RE: Turn Length
Posted: Wed Mar 19, 2008 8:11 am
by MikeBrough
ORIGINAL: junk2drive
How long is a turn/phase in real time? (Between orders)
i.e. Combat Mission, 60 seconds, Panzer Command, two 40 sec phases, TacOps, 4 x 15 sec phases.
Search turned up empty.
User-selectable at the start of the scenario as 10, 15, 20 or 30 minutes. I think the game turn is then resolved (no user intervention) in pulses/increments as low as 10 seconds.
RE: Turn Length
Posted: Thu Mar 20, 2008 7:19 am
by junk2drive
Thanks for the reply.
RE: Turn Length
Posted: Sat Jan 30, 2010 12:38 am
by junk2drive
I finally got this figured out. For new people browsing this forum it works like this.
Game time is really more like game time units, not real time. If you set a turn for 30 minutes, you will not be able to give or change orders for 30 game time units. Depending on the increment you select, you need to be better at planning ahead the longer the increment you select.
If you select 10 minutes, and the units on both sides are not moving or have delays in proceeding with the orders, there really won't be any action on the "real time" battlefield. In this example, turn resolution will be over in a few seconds and you will be prompted for the next set of orders.
Similarly if you select 30 minutes and everybody is doing something, turn resolution can take a real minute or more.
Hope this helps you decide to buy the game and future titles.