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October 7th, 2008, 08:50 AM
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Captain
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Join Date: Jul 2005
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Re: Transport for U.S. Patriot units.
Quote:
Originally Posted by KraMax
This time has been confirmed at some military exhibitions with real shooting by rockets.
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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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October 7th, 2008, 12:57 PM
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Re: Transport for U.S. Patriot units.
Quote:
Originally Posted by KraMax
How much I remember in game 1 turn = 5 minutes. Or I am wrong
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More like 1 minute, let's say between 30 seconds and 2 minutes depending on what happens in the turn.
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October 7th, 2008, 09:15 PM
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First Lieutenant
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Re: Transport for U.S. Patriot units.
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October 8th, 2008, 08:53 AM
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Shrapnel Fanatic
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Re: Transport for U.S. Patriot units.
Quote:
Originally Posted by KraMax
How much I remember in game 1 turn = 5 minutes. Or I am wrong?
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Both games have this bit of info on the first page of the game guide under "Introduction" and it's been there for years.
Quote:
One game move (player 1 turn plus player 2 turn) represents roughly 2 - 3 minutes of 'real time'.
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Don
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October 8th, 2008, 07:44 PM
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First Lieutenant
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Re: Transport for U.S. Patriot units.
 I stand corrected Don, 5 mins is easier to figure out how long a battle is.
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September 12th, 2009, 12:16 PM
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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.
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September 12th, 2009, 06:23 PM
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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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September 13th, 2009, 12:48 PM
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Re: Transport for U.S. Patriot units.
Quote:
Originally Posted by Mobhack
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.
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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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September 14th, 2009, 12:48 PM
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National Security Advisor
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Re: Transport for U.S. Patriot units.
Quote:
Originally Posted by PanzerBob
 I stand corrected Don, 5 mins is easier to figure out how long a battle is.
Bob out 
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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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