Page 1 of 1
Unit size and hex/time scale
Posted: Mon Sep 30, 2019 8:05 am
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).
RE: Unit size and hex/time scale
Posted: Mon Sep 30, 2019 9:15 am
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.
RE: Unit size and hex/time scale
Posted: Mon Sep 30, 2019 1:52 pm
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).
RE: Unit size and hex/time scale
Posted: Tue Oct 01, 2019 7:47 am
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.
RE: Unit size and hex/time scale
Posted: Tue Oct 01, 2019 7:58 am
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
RE: Unit size and hex/time scale
Posted: Tue Oct 01, 2019 8:25 am
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.