Hex size and mobility (reprise)

Time of Fury spans the whole war in Europe and gives players the opportunity to control all types of units, ground, air and naval. Not only that, each player will be able to pick a single country or selection of countries and fight his way against either the AI or in multiplayer in hotseat or Play by E-Mail. This innovative multiplayer feature will give player the chance to fight bigger scenarios against many opponents, giving the game a strategic angle that has no equal in the market. The game uses Slitherine’s revolutionary PBEM++ server system.

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rmonical
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Hex size and mobility (reprise)

Post by rmonical »

I saw a comment that hex size is 30 miles to the hex.

My analysis says that E-W size varies from 20 KM in the north to 29 KM in the far south and N-S is roughly 25 KM. Is that the design intent?

This is going to get back to my scenario design complaint on how quickly infantry divisions are limited to one movement point with reduced supply. In other words, an infantry corps can either move 25 KM in a week or conduct a single attack even when supply should be OK. This can, of course be addressed in the scenario design.

Mobility in general is far lower in TOF than any other game of this scale I have seen. I notice that Barbarossa has an ahistorical workaround to give German infantry a movement bonus.
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doomtrader
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RE: Hex size and mobility (reprise)

Post by doomtrader »

This game is not a historical simulator, so we need to adjust some values to keep the gameplay factor attractive.

I'm also standing on a position where providing supply is crucial for maintaing the progress on front.
gwgardner
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RE: Hex size and mobility (reprise)

Post by gwgardner »

I think infantry is too limited in APs also. Fortunately it's easily modable. I have not played with such a mod yet. The current APs are not so far off as to make historical outcomes impossible.


gwgardner
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RE: Hex size and mobility (reprise)

Post by gwgardner »

ORIGINAL: doomtrader

This game is not a historical simulator, so we need to adjust some values to keep the gameplay factor attractive.

I disagree with that a bit. It's not a simulator, but it does allow for recreations of historical situations. Never adjust things for the sake of gameplay! Always for accuracy. You have generally done a fabulous job of making it historically realistic.

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Rasputitsa
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RE: Hex size and mobility (reprise)

Post by Rasputitsa »

ORIGINAL: rmonical
I saw a comment that hex size is 30 miles to the hex.

My analysis says that E-W size varies from 20 KM in the north to 29 KM in the far south and N-S is roughly 25 KM. Is that the design intent?

This is going to get back to my scenario design complaint on how quickly infantry divisions are limited to one movement point with reduced supply. In other words, an infantry corps can either move 25 KM in a week or conduct a single attack even when supply should be OK. This can, of course be addressed in the scenario design.

Mobility in general is far lower in TOF than any other game of this scale I have seen. I notice that Barbarossa has an ahistorical workaround to give German infantry a movement bonus.

I made the hex size comment based on the Manual entry :

The game is played on a hexagonal map, which may vary from few to roughly forty five
kilometers (about 30 miles) across, units are company/battalion to division/corps, and one turn
can represent one day, one week or even one month.


I missed the may vary bit, so I suppose it depends on the scale used to create the stock scenarios. [&:]
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