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17 June 2014

The Supremecy of Roads

It is not uncommon to send troops over fields and hills to get to a destination, but in THE OZARKS CAMPAIGN, roads will always be the better option. Roads are critical in both the strategic and tactical components of the campaign, because:

1.) There aren't many roads: The road network in the campaign theatre was not highly developed at the time. This is reflected in the campaign map (using a period map) and the tactical maps. The modded TC2M maps have fewer road options than typical game maps. This means that control of a road can block the enemy, strategically and tactically.
 
2) Off-road movement is slow and tiresome: In order to align the passage of time on the tactical map with the strategic component of the game, movement rates have been slowed significantly in the WIA Mod. Instead of moving 1.7 yards per second, infantry marches at .6 meters per second. Other speeds are also reduced by roughly 1/3.  Key slopes have been marked on the map and decrease movement and increase fatigue, as do woods. Crossing creeks and rivers is extremely slow and produces a high level of fatigue unless it is done where a road crosses at a ford.
 
3) Road speeds have been increased: While off-road movement has been slowed significantly, road movement has been greatly increased in the WIA Mod. Normal road movement has a positive modifier of .1 or .2, but in the WIA Mod road movement has a +.5 and +1.0 mod. This means that even though there is slower movement based on movement rates in the unitcommon files used in the game (to give unit attributes), the road movement is faster than in the normal game.
 
Roads, therefore, will play an important role in the conduct of the campaign.

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