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  #11  
Old October 7th, 2008, 08:50 AM

thatguy96 thatguy96 is offline
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Default Re: Transport for U.S. Patriot units.

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Originally Posted by KraMax View Post
This time has been confirmed at some military exhibitions with real shooting by rockets.
If you can confirm this somehow I will definitely admit that I'm wrong. But also firing a missile does not mean the missile can hit something. Military exhibitions are designed to sell equipment. They're by definition manufactured conditions and not necessarily representative.
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  #12  
Old October 7th, 2008, 12:57 PM
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Default Re: Transport for U.S. Patriot units.

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Originally Posted by KraMax View Post
How much I remember in game 1 turn = 5 minutes. Or I am wrong
More like 1 minute, let's say between 30 seconds and 2 minutes depending on what happens in the turn.
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  #13  
Old October 7th, 2008, 09:15 PM
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Default Re: Transport for U.S. Patriot units.

IMHO 5 mins give or take a few, I've based this out what the game says plus some checking around on max unit speeds. Although PlasmaKrab your timings would fit if nothing is really happening. however as soon as someone moves or fires the 5min rule should apply. All that being said some rounds of HEAT for example should go right though some targets and don't as in real life.

Bob out
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  #14  
Old October 8th, 2008, 08:53 AM
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Default Re: Transport for U.S. Patriot units.

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Originally Posted by KraMax View Post

How much I remember in game 1 turn = 5 minutes. Or I am wrong?

Both games have this bit of info on the first page of the game guide under "Introduction" and it's been there for years.

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One game move (player 1 turn plus player 2 turn) represents roughly 2 - 3 minutes of 'real time'.
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  #15  
Old October 8th, 2008, 07:44 PM
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Red face Re: Transport for U.S. Patriot units.

I stand corrected Don, 5 mins is easier to figure out how long a battle is.

Bob out
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  #16  
Old September 12th, 2009, 12:16 PM
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Fallout Re: Transport for U.S. Patriot units.

Did go back and had no luck with U.S. transport of the Patriot. But I do understand about game time vs. unit transport time.
Thanks to all!
Pat
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  #17  
Old September 12th, 2009, 06:23 PM
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Default Re: Transport for U.S. Patriot units.

As far as I know no transport unit will shift this & a couple of other SAMs as they are to large. Makes sense unless its on a dedicated vehicle the setup is to long, however all should probably really be untransportable or vica versa.
When playing late US you either have static SAM defence with radar capable of attacking standoff units or mobile all without radar.
It is a problem the game has Radar SAMs are important if you want a half decent chance vs standoff attacks.
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  #18  
Old September 13th, 2009, 12:48 PM

Marek_Tucan Marek_Tucan is offline
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Default Re: Transport for U.S. Patriot units.

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Originally Posted by Mobhack View Post
Similarly - the SA-6 system (for example) we allow as an SP-SAM, but the actual system set up if moved would be in the tens of minutes at least to hook up to the directors and radars that the game does not model either.
Just a note, saw it live this spring on a show, the evolution of a modernised Kub battery (reduced) took ca. 15 minutes, after that the missiles were able to track incoming Hinds, but hard to say how representative it was and whether the unmodernised system would be as fast as that.
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  #19  
Old September 14th, 2009, 12:48 PM
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Default Re: Transport for U.S. Patriot units.

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Originally Posted by PanzerBob View Post
I stand corrected Don, 5 mins is easier to figure out how long a battle is.

Bob out
5 minutes of time per move, even 10 for "campaign time" purposes is more realistic.

I cant recall which set of tabletop rules had such a comment, ie that their move was 1 minute, but for moving things about a separate campaign map call it 5, but it is rather true. (That set of rules allowed the full 'dead' time for engineering tasks, and realistically ours do as well. Clearing mines etc really takes much longer than in the game).

A move in any wargame may be X but we have a player-god pushing everyone around "personally". So all troops are more active than in real life, overall to the battle. IRL there is more dead time waiting about, as cluster-trucks get sorted, folks nip off for a quiet ciggie or just take time to put their act together. IRL troops and commanders are more cautious than wargamer player-Gods with our all-seeing eyes and ability to chivvy along each element individually!. But it would be boring to have the guys 'hang around' like they really do in our game of 'toy soldiers'. Player-Gods want a more Hollyweird type of alt-reality.

so - 1-3 minute of 'wargame' time = about 5/6 minutes real life elapsed time once the real-life 'dead' time is factored into the equation.

10/12 WinSP moves => 1 real life battle-hour is probably a good rule of thumb. 20-30 'action' minutes, and ignoring (in game terms) the other dead 'administrative' time.

Andy
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