Unit size and hex/time scale

Post new mods and scenarios here
Post Reply
StuccoFresco
Posts: 714
Joined: Fri Sep 17, 2004 10:56 am
Location: Italy

Unit size and hex/time scale

Post by StuccoFresco »

Hello to all. Given normal conditions, so no stretching out to cover more front or concentrating for offensives, how much ground did cover a (say) German infantry regiment during WW2, on average?


I'm trying to decide the "right" hex and time scale for my scenarios, I'm torn between 2,5km per hex/6hours turns, and 5km per hex/12hours turns.

My scenarios usually feature 2 to 5 Corps per side, with 3 to 5 Divisions each, in maps that goes from 40x40 to 80x80. Every side has one or two of his Corps arriving during the battle, representing reinforcements and second-wave troops. THe maps usually represent portions of regions, or full regions in case of the bigger maps (80x80 and above).
User avatar
Lobster
Posts: 5582
Joined: Thu Aug 08, 2013 2:12 pm
Location: Third rock from the Sun.

RE: Unit size and hex/time scale

Post by Lobster »

In the past I've done a search and it typically comes up with so many different theoretical rules that it's useless. I think the manual has some guidelines in the back.
ne nothi tere te deorsum (don't let the bastards grind you down)

If duct tape doesn't fix it then you are not using enough duct tape.

Two things are infinite: the universe and human stupidity and I’m not sure about the universe-Einstein.
User avatar
Curtis Lemay
Posts: 15345
Joined: Fri Sep 17, 2004 3:12 pm
Location: Houston, TX

RE: Unit size and hex/time scale

Post by Curtis Lemay »

I generally use this paradigm for WWII:

Corps = 50km/hex
Divisions = 25km/hex
Regiments = 10km/hex
Battalions = 5km/hex
Companies = 2.5km/hex

With lots of exceptions, especially depending upon period (further back in time you go, the smaller the coverage per unit size).
My TOAW web site:

Bob Cross's TOAW Site
StuccoFresco
Posts: 714
Joined: Fri Sep 17, 2004 10:56 am
Location: Italy

RE: Unit size and hex/time scale

Post by StuccoFresco »

Mmmmh. If I use 10km per hex, maps would be huge, and they would require much more units to represent a conflict.

Since I prefere smaller-scale scenarios*, with circa 250 regiment/battalion sized units total as an ideal maximum, I guess it would be best to keep a 5km per hex/12 hours scale?



*to give some background, the scenarios I usually represent involve two regional powers contending a smaller one, with a local crisis that forces the two contenders to send considerable forces in the smaller country.

My first scenario, for example, has seen one country launching a blitz over a big river with an Assault Corps (4 divisions) and 2 artillery divisions against a small country's capital to overthrow the local government, and the other country defending it with a full Infantry Corps (5 divisions) and 3 to 5 local infantry divisions. For this scenario I used a 40x40 map.

I'm designing the follow-up scenario, with a 70x70 map and both sides sending 3 Corps each.
User avatar
cathar1244
Posts: 1321
Joined: Sat Sep 05, 2009 2:16 am

RE: Unit size and hex/time scale

Post by cathar1244 »

ORIGINAL: Lobster

In the past I've done a search and it typically comes up with so many different theoretical rules that it's useless. I think the manual has some guidelines in the back.

Check, big differences IRL depending on terrain, visibility, etc.

Cheers
User avatar
Zovs
Posts: 9275
Joined: Sun Feb 22, 2009 11:02 pm
Location: United States

RE: Unit size and hex/time scale

Post by Zovs »

You don’t always need a unit in every hex, take a look at the Tobruck scenario for example, medium small map not enough units for every hex but it plays extremely well. Not every scenario needs to be East Front 4.0 with a unit in every hex.
Image
Beta Tester for: War in the East 1 & 2, WarPlan & WarPlan Pacific, Valor & Victory, Flashpoint Campaigns: Sudden Storm, Computer War In Europe 2
SPWW2 & SPMBT scenario creator
Tester for WDS games
Post Reply

Return to “Mods and Scenarios”