March Mode
Posted: Wed Dec 08, 2021 11:47 pm
I used March mode in the St Vith scenario to bring up some reinforcing German paratroopers from the rear to the front lines. The readiness loss seemed excessive. So I ran a test.
I marched one infantry unit for 3 straight daylight turns and then had them rest at night.
After one turn of marching, the infantry unit ended the turn at 33 readiness. The infantry covered 6 hexes or 6000 yards or 4 miles.
After two turns marching, the unit ended the turn at 11 readiness. The infantry has now covered a total of 12 hexes or 8 miles.
After three turns marching, the unit ended the turn at 10 readiness. The infantry has now covered a total of 18 hexes or 12 miles.
The unit did not move at night and recovered 40 readiness and now has a total readiness of 50. Myself, I don't consider a readiness of 50 to be combat effective. Assuming a gain of 20 readiness per daylight turn, it will take three more day turns or the productive part of a day to achieve 100 readiness.
A 12 mile march is not a demanding march for combat troops. 20 miles is an exhausting march.
An 4 mile march producing a readiness of 33 is an easy march but would require 3 turns to return to a readiness of 100 with the last turn a night turn.
An 8 miles is also an easy march but again would require 3-4 turns to achieve a readiness of 100 with one night turn required.
It seems readiness loss is excessive for marching infantry. In particular for short marches but even for a full day's marching, the readiness loss is so high that it take an unreasonable time to return to combat effectiveness.
Looking at horse drawn artillery in march mode, the readiness loss isn't as bad with readiness settling in the 50 range but again, 2 turns or 12 hours for full recovery time seems excessive.
Each turn is 6 hours. I would think full combat effectiveness should be achieved within that 6 hour time frame. That would require readiness not dropping below 70-80 readiness from a non-combat foot or horse march. Any thoughts? Am I missing something?
I marched one infantry unit for 3 straight daylight turns and then had them rest at night.
After one turn of marching, the infantry unit ended the turn at 33 readiness. The infantry covered 6 hexes or 6000 yards or 4 miles.
After two turns marching, the unit ended the turn at 11 readiness. The infantry has now covered a total of 12 hexes or 8 miles.
After three turns marching, the unit ended the turn at 10 readiness. The infantry has now covered a total of 18 hexes or 12 miles.
The unit did not move at night and recovered 40 readiness and now has a total readiness of 50. Myself, I don't consider a readiness of 50 to be combat effective. Assuming a gain of 20 readiness per daylight turn, it will take three more day turns or the productive part of a day to achieve 100 readiness.
A 12 mile march is not a demanding march for combat troops. 20 miles is an exhausting march.
An 4 mile march producing a readiness of 33 is an easy march but would require 3 turns to return to a readiness of 100 with the last turn a night turn.
An 8 miles is also an easy march but again would require 3-4 turns to achieve a readiness of 100 with one night turn required.
It seems readiness loss is excessive for marching infantry. In particular for short marches but even for a full day's marching, the readiness loss is so high that it take an unreasonable time to return to combat effectiveness.
Looking at horse drawn artillery in march mode, the readiness loss isn't as bad with readiness settling in the 50 range but again, 2 turns or 12 hours for full recovery time seems excessive.
Each turn is 6 hours. I would think full combat effectiveness should be achieved within that 6 hour time frame. That would require readiness not dropping below 70-80 readiness from a non-combat foot or horse march. Any thoughts? Am I missing something?