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Red Poppies Campaigns: The Battles for Ypres» Forums » Rules

Subject: Turn length in real time rss

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Michel Ouimet
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The section 5 of the rules says: "RPC is played in a series of game turns, each simulating about 10 minutes of real time."

Having played two small scenarios, I feel that may be a couplet could represent 10 minutes of real time, and a turn could then last about an hour, which would be coherent with the length of a one-day campaign scenario: 12 (+ 6) day turns, followed by a night attack.

Am I wrong?
 
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John Gorkowski
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The turns are 10-minutes long. Couplets are just a convenient way to sequence actions within a turn and are not necessarily less than 10-minutes. In other words, what a unit does with it's couplet could take 10 minutes. And if a turn has three couplets then each couple is NOT 1/3 rd of ten minutes.

The time scale was chosen with full consideration of what could be done under battle field circumstances by infantry companies. So, in a single 10-minute turn a company near the front but not under fire could move about 600 yards (three hexes) or 800 if along a road. The game would be way too slow if it took a full hour to make that move. In reality, a company near the front could move about 3,200 yards in an hour!

Something similar goes for firing. Machine guns could annihilate targets within a matter of minutes. Again, it would be odd if it took an hour to do that in the game.

Keep in mind that a scenario does not simulate a full day. It simulates the "action" for that day. Attacks often required hours of preparation, which we do not simulate in the game, and afterwards both sides often spent hours "mopping up." It's no fun to simulate carrying wounded to the rear or bringing drinking water to the front. But such activity was the bulk of most days and is assumed to occur before and after a scenario.
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