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 Post subject: Bridge Movement
PostPosted: Mon Jan 02, 2023 11:14 am 
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Joined: Tue May 29, 2001 9:12 am
Posts: 1384
Location: United Kingdom
It seems to me that it takes too long to cross bridges. Especially as it is faster to cross fords. I am in a Leipzig game where both sides' reinforcements have to cross a bridge and it'll take so long that the armies are unlikely to ever meet.

Anyone else finding this?

I assume the data is in the pdt. Can anyone tell me how we could alter it for our game?


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 Post subject: Re: Bridge Movement
PostPosted: Mon Jan 02, 2023 1:35 pm 
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Joined: Fri Dec 06, 2013 10:55 am
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Location: Bouches-de-l’Elbe
From the PDT_Guide.pdf:
Line 108 - 4
Bridge Movement Cost (default is as per the Path terrain cost per unit type)

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 Post subject: Re: Bridge Movement
PostPosted: Wed Feb 15, 2023 5:56 pm 
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They are considered "chokepoints" so troops do take longer to cross them. Its historical.

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For Club Games: I prefer the Single Phase mode of play. I prefer to play with the following options OFF:

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 Post subject: Re: Bridge Movement
PostPosted: Thu Feb 16, 2023 8:24 am 
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Location: Horseshoe Bay, Tx USA
The road is 1 movement point. 6 points to cross the bridge on an improved road in a city. 3 points to cross a ford. Doesn't seem right. Takes 2 turns for infantry, cannon, and supply to cross.

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 Post subject: Re: Bridge Movement
PostPosted: Sun Feb 19, 2023 12:20 am 
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Joined: Mon Aug 30, 2021 12:49 pm
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Location: Toowoomba, Queensland, Australia
I agree that movement across bridges should be slower, but it seems extreme to me.

There is also the issue that any unit will block movement onto or off of a bridge, making bridge movement even worse.

20 friendly skirmishers will stop a 900 man battalion entering or exiting a bridge.

Likewise, that 900 man battalion can cross faster than 3 x 300 man battalions, and the smaller battalions can't all exit the bridge into the same hex at the same time.

4 squadron cavalry units are much better served reforming into their parent battalion than trying to cross as individual sqauds.

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 Post subject: Re: Bridge Movement
PostPosted: Sun Feb 19, 2023 7:34 pm 
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Its something that can be changed in the PDT file. It is historical to make it more costly but perhaps "2" should be the value on like 108 (speaking for RBR here). That would make it "4" for a Pike. Something for you guys to suggest to Rich for a future update. I just cannot remember a bridge holding up troops in the past. I am getting old of course (but still not as old as Ernie). ;)

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Honarary CO of Garde-Ulanen Regiment, Garde-Grenadier Kavallerie

NWC Founding Member

For Club Games: I prefer the Single Phase mode of play. I prefer to play with the following options OFF:

MDF, VP4LC, NRO, MTD, CMR, PR, MIM, NDM, OMR (ver 4.07)


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 Post subject: Re: Bridge Movement
PostPosted: Sun Feb 19, 2023 9:31 pm 
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Location: Toowoomba, Queensland, Australia
Perhaps it's just a perception thing or that road movement doesn't continue off of bridges.

Most of the games I am playing it's 6MP onto the bridge and another 6MP to move off it.

Effectively that means in good weather for infantry you can move 400m in 10 minutes over a bridge and along a pike. That doesn't seem too bad.

Again for infantry, any time Move Cost = 125%, it's 7MP on and off, and no further movement is possible on any road or terrain. Moving a French infantry corps with 24 inf battalions, 6 cav battalions 4 batteries, and 9 supply wagons takes 22 turns or over 3 1/2 hours to cross a bridge.

It seems long in game turns, but is that actually reasonable? Thinking about it historically maybe not.

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 Post subject: Re: Bridge Movement
PostPosted: Mon Feb 20, 2023 7:04 am 
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Location: Horseshoe Bay, Tx USA
It is in the Leipzig Bonus 01 scenario. Crossing a ford is faster than a bridge.

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 Post subject: Re: Bridge Movement
PostPosted: Mon Feb 20, 2023 12:05 pm 
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I just checked Waterloo today. The value is "1" and that is what it should be.

I sent off an email to Rich Hamilton requesting that ALL of the titles use that value. That may of been what he was getting at for standardizing the movement rates.

I apologize that its been like this. For whatever reason, I never noticed it. My team helpers may have said something about it but it was never a point that anyone REALLY made a big point in emails. In other words we didnt "park" on that point and the guys say that its just wrong. Wish we had now.

But my fault and I am hoping that Rich changes that value for 4.05.

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Generalfeldmarschall Wilhelm Prinz Peters von Dennewitz

3. Husaren-Regiment, Reserve-Kavallerie, Preußischen Armee-Korps

Honarary CO of Garde-Ulanen Regiment, Garde-Grenadier Kavallerie

NWC Founding Member

For Club Games: I prefer the Single Phase mode of play. I prefer to play with the following options OFF:

MDF, VP4LC, NRO, MTD, CMR, PR, MIM, NDM, OMR (ver 4.07)


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 Post subject: Re: Bridge Movement
PostPosted: Mon Feb 20, 2023 12:43 pm 
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Location: United Kingdom
It wasn't like that in the original version, at least not in Leipzig, it got changed in a subsequent version


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 Post subject: Re: Bridge Movement
PostPosted: Fri Feb 24, 2023 12:25 am 
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Oh interesting, Andy. I dont have an old HPS disk to go back and check with. Maybe on my hard drive of the PC that crashed I have it.

Would love to see a PDT file from one of the games. Send it to me if you find it. Maybe I screwed up when I updated (for the last time) the 10 games I worked on back in the summer of 2020 (or was it 2019 .. or 2021 LOL - I have lost track of time).

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Generalfeldmarschall Wilhelm Prinz Peters von Dennewitz

3. Husaren-Regiment, Reserve-Kavallerie, Preußischen Armee-Korps

Honarary CO of Garde-Ulanen Regiment, Garde-Grenadier Kavallerie

NWC Founding Member

For Club Games: I prefer the Single Phase mode of play. I prefer to play with the following options OFF:

MDF, VP4LC, NRO, MTD, CMR, PR, MIM, NDM, OMR (ver 4.07)


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