Movement % values on map

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mirrorshades
Posts: 34
Joined: Sat Mar 16, 2019 4:38 pm

Movement % values on map

Post by mirrorshades »

What does a location's movement percentage reflect as far as actual movement in the game? Is it relative to an absolute, such as a value of 50% will mean that a unit can move at only half its effective speed? Or is it relative to the other hexes without a direct relationship to actual movement (e.g. a hex with movement of 60% is twice as "dense" as one with 30%)?

And, to follow up, are all unit types affected in the same way? (For example, will a hex with a movement value of 50% have an absolute maximum speed that affects both HMMWVs and tanks, or will HMMWVs move at a reduced rate but still faster than tanks over the same terrain?)

I get that you want the movement to be as high as possible, but I'm just wondering what the actual cost is for moving my tanks through the woods to sneak up on the enemy, for example, instead of just keeping to the roads and occupying obvious positions.
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WildCatNL
Posts: 924
Joined: Fri Mar 27, 2009 5:21 pm
Location: Eindhoven, the Netherlands

RE: Movement % values on map

Post by WildCatNL »

ORIGINAL: mirrorshades

What does a location's movement percentage reflect as far as actual movement in the game? Is it relative to an absolute, such as a value of 50% will mean that a unit can move at only half its effective speed? Or is it relative to the other hexes without a direct relationship to actual movement (e.g. a hex with movement of 60% is twice as "dense" as one with 30%)?

And, to follow up, are all unit types affected in the same way? (For example, will a hex with a movement value of 50% have an absolute maximum speed that affects both HMMWVs and tanks, or will HMMWVs move at a reduced rate but still faster than tanks over the same terrain?)

I get that you want the movement to be as high as possible, but I'm just wondering what the actual cost is for moving my tanks through the woods to sneak up on the enemy, for example, instead of just keeping to the roads and occupying obvious positions.

The percentage reflects movement hindrance, so a reduction of the effective speed (in combination with other factors, such as over-stacking, wreckage, smoke (if I remember correctly), and obstacles). Effective speed varies with order (Move Deliberate, Move Hasty, Assault).
The impact of hindrance is indeed different for different units (legged infantry, helicopters, wheeled and tracked vehicles).

To compare routes, you'd have to plan both, and check the estimated finish time as listed in the Tactical Ops Center Diary.

Enjoy!

William
William
On Target Simulations LLC
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