Time Scale (Full Version)

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MarcA -> Time Scale (11/29/2013 1:42:27 PM)

Hi folks

What is the timescale on thi9s game. How many turns is a full war campaign?





Neilster -> RE: Time Scale (11/29/2013 2:20:37 PM)

Each turn takes two months. That turn involves alternating impulses for the Axis and Allies. The number of impulses is semi-random but usually there are most in Summer and least in Winter. Summer impulses probably average about a week of combat. The weather is weighted in favour of the Northern hemisphere as that is where most of the combat occurs.

One of the problems many people have with MWiF is to comprehend the scale of the game. This is a global strategic simulation and the units are generally big. Land units are at least divisions but more generally corps or army sized. Air units can encompass 250-500 aircraft. The game's time scales reflect that level of granularity, although naval actions can be more discrete. That said, naval combat is abstracted and diffused time-wise as well.

Cheers, Neilster




Centuur -> RE: Time Scale (11/29/2013 5:34:51 PM)

The standard game goes 36 turns. You can extend it using an optional rule for another three years.




Shannon V. OKeets -> RE: Time Scale (11/29/2013 6:50:58 PM)

Roughly 90 kilometers per hex.




paulderynck -> RE: Time Scale (11/29/2013 8:27:39 PM)

It may be a bit misleading to say 36 turns in a game. There are 36 turns each representing 2 months of real time, but because each turn can have multiple impulses and these impulses closely resemble an "IgoUgo turn", and there are an average of about 7 impulses per turn, which is 3.5 IgoUgo turns. So the whole Global Campaign game, without the extended time option, equals 126 IgoUgo turns (on average). We must say "on average" because the turn ending is based on a steadily increasing random variable.

OTOH there are action limits that are chosen by each side each impulse so you don't use all your units every IgoUgo turn, like you would in other wargames.




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