Ah, I see where you are coming from now Lsrwolf.
Ok, historically, many debates on the various forums have been marred by the assumption that the debaters are all playing *exactly* the same game (the Tournament game and objectives, 3000 points, 6'x4' table, 12 pieces of terrain giving ~30% table coverage etc). You are playing something completely different, more akin to fighting a campaign or 'front' in WWII. Well like Carlos, I envy your scale, vision and tenacity. Most of us have to make do with paper equivalents.
What additional transport mechanisms are you providing the players? At your scale there ought to be the equivalent of river transport, railways, airborne transport, teleport centres, giant web portals etc. And you are correct that these transport 'hubs' take on a strategic significance not found in the usual E:A games. Equally you should also have 'impassable' stuff; rivers, forests, deserts and mountains, where only 'specialised' troops can survive, and 'wasteland' devoid of viable transport features.
If you consider your games to be more like "Kursk", a giant battle approximately 250km wide x 150km deep, you should have many of the above features. Or perhaps you consider your battles to be equivalent to "the battle of the Bulge" some 100km wide x 70km deep.
Note "Kursk" was fought between 17 German and 34 Rusian "corps" or ~1.4m Germans vs 1.9m Russians, while "the Bulge" had 8 US vs 10 German "corps" or ~840k allies vs 300k Germans.
This equates roughly to 88 men (from both sides) per square km for Kursk and 163 men per sq km for the Bulge. In E:A terms this is roughly 18 units and 33 units respectively from both sides!
One of the design features in E:A is the elastic ground scale employed to allow a degree of strategic perspective to be represented on the table while also representing local firefights between opposing forces at a few hundred yds range.
IIRC the scales went something like
15cm = ~150 metres
30cm = ~ 1 km
60cm = ~ 5 km
120cm = ~30 km
While this works reasonably well for representing a relatively small battle, it does not really support scaling beyond the 6' x 4' board available to most people. If we convert the table area we get somewhere between 300 sq km (at 120cm = ~30km), 24 sq km (at 30cm = 1km) and 2.16 sq km (at 15cm = 150 metres). Using these ratios for the more usual E:A Tournament game fought between ~200 units total or 1000 men for both sides, gives the following ratios
- 3.3 men per sq km - - - (120cm = ~30km so approximately 300 sq km)
- 41.6 men per sq km - - - (30cm = 1km so approximately 24 sq km)
- 463 men per sq km - - - (15cm = 150 metress so approximately 2.16 km)
As you can see, while the extremes are obviously exagerated, the 30cm = 1 km scale actually represents reality quite well.
The point I am trying to make here is that in making the table bigger you are actually breaking one of the fundemental design mechanics - so of course it will behave differently to what you see written on the boards. And scaling up the table size does not necesarily mean you can scale up the army sizes accordingly.
To bring it back in-line, I would still strongly recommend preserving the 4'-5' deep battlefield which will restore the relative capabilities of the various E:A units. You could do this by keeping a strip on opposing sides for the 'strategic' area, where all troops get double moves (so inf move at 30cm etc), but where 'normal' shooting ranges are halved. Or if space permits, perhaps you might consider using the additional space around the 6'x4' 'batlefield' more like a strategic map for strategic manoeuvers of many hundreds of kms which will allow a more reasonable deployment of strategic reserves etc that seems to be one of your aims / features.
Finally please POST PICTURES!
80 activations per side is a really massive game, and those of us less blessed really want to see this!