FWWC Movement Rates--help!
I'm currently messing around in the FWWC EP Editor, trying to make a custom scenario. Having already given up trying to get the AI to follow basic orders & plans, I've now turned my attention to Movement Rates, and am again confused!
Historically, movement rates varied according to factors such as: size of the unit (the larger the unit, the slower it moved), terrain, conditions, organization/efficiency and so on. Nevertheless, as a rough rule of thumb, infantry were realistically expected to cover 4km an hour and maybe 24km a day.
The scale of the FWWC EP game is 1km per hex, with 2-hour day turns.
And yet my units are moving at very slow rates: maybe only 2 hexes a turn. That's 2km in 2 hours---over clear terrain, during the day, with no enemy in sight. That's too slow surely? I would expect movement rates to be x2, x3, even x4 faster than this. And cavalry seem to move barely faster than infantry.
And so I'd really like to understand this. The JTS game designers are experienced in wargames, and know their stuff, and I trust them to make the right calls. But I'm puzzled why movement rates are so meagre in this game. I must be missing something! Please can someone explain the rationale behind the "vanilla" or "stock" movement rates?
Many thanks in advance. :-)
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