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Epic Time Scale

 Post subject: Re: Epic Time Scale
PostPosted: Fri Jan 28, 2011 9:37 pm 
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OK, I'm from Canada and I know what out-of-kilter means...

Kilter is somewhere between "balanced" and "functional" in meaning. On-kilter = good, off-kilter = bad.

There was a thorough explanation of how the ground scale varies and what the length was in the start of the thread.

40K's turns can't be particularly long, or the minimal amount that is accomplished is just weird. 10 seconds might be a little short, but anything more than a few minutes won't work.

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 Post subject: Re: Epic Time Scale
PostPosted: Fri Jan 28, 2011 10:54 pm 
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Hena wrote:
Lord Aaron wrote:
tho I still firmly disagree that 40k is 5-10 seconds. just dosnt make common sense... but we are talking about Grandma wendy here ::)

I've stopped using 40k and common sense in same sentence a long time ago, 'cause it feels like oxymoron :).


what are you guys talking about! 40k makes sense, ask any 15 year old that plays it and he'll tell you why! LOLOLOLOLOL ;D

ok serious now , ya i think if you use the epic time scale in reverse a 40k game takes about 15ish min, 3-4 min a turn sounds close enough, but honestly i dont care(see above for why). There is only Epic and any one who chooses to disagree can... contemplate this crab smoking a cigarette. ya... take THAT!

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 Post subject: Re: Epic Time Scale
PostPosted: Sat Jan 29, 2011 3:48 am 
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Simulated Knave wrote:


40K's turns can't be particularly long, or the minimal amount that is accomplished is just weird. 10 seconds might be a little short, but anything more than a few minutes won't work.


Actually, one of the big advances in historical miniatures was the realization that things probably should not move or fire at anywhere near their theoretical maximum -- suddenly on-table casualty rates and the overall combat narrative could resemble the actual historical events.

At the skirmish level, time is a funny, non-linear commodity. At operational level, time is prey to friction.


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 Post subject: Re: Epic Time Scale
PostPosted: Sat Jan 29, 2011 3:48 am 
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Simulated Knave wrote:


40K's turns can't be particularly long, or the minimal amount that is accomplished is just weird. 10 seconds might be a little short, but anything more than a few minutes won't work.


Actually, one of the big advances in historical miniatures was the realization that things probably should not move or fire at anywhere near their theoretical maximum -- suddenly on-table casualty rates and the overall combat narrative could resemble the actual historical events.

At the skirmish level, time is a funny, non-linear commodity. At operational level, time is prey to friction.


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 Post subject: Re: Epic Time Scale
PostPosted: Tue Feb 01, 2011 1:16 pm 
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Lord Aaron wrote:
ahh yes, it dose say - " about 15 min..." and it interestingly also says " 30cm equals about 1km " tho it says the ground scale is "out of kilter" with the scale of the model." kilter? wtf? is that some british term for - not right - or some thing?

its in the blue section of the rule book under movement and terrain.

tho I still firmly disagree that 40k is 5-10 seconds. just dosnt make common sense... but we are talking about Grandma wendy here ::)



It does say that 30cm = 1km, but nowhere is mentioned that the scale is actually scalar. As explained higher in the thread, the ground scale is logarithmic.


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 Post subject: Re: Epic Time Scale
PostPosted: Tue Feb 01, 2011 2:07 pm 
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And I suspect that, following time scales in other rules, the E:A time scale is equally flexible.

Usually there is some note that a dual time scale is in effect representing both the passage of 'normal' where there are sporadic bursts of movement, firing etc across the battlefield indispersed with periods of inactivity; and 'battlefield time' representing the amount of activity (movement firing etc) that a formation can reasonably cram into one of those bursts of intense action.

So to provide an illustration, while a mechanised formation might be able to move a mile in two minutes (at 30mph); due to enemy fire, delays in orders, natural caution etc the formation might reasonably only make such a move once every 15 mins (representing a 'single' in E:A Parlance).

Equally, a 'march' move that covers 90cm or perhaps 10-15 miles in reality might take 15-30 mins depending on the vehicles speed and terrain conditions thus occupying the entire time for that formation.


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