Cavalry charge speeds
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Cavalry charge speeds
What would be the typical (real-life) speed of a cavalry charge? I have seen values between 20 mph and 45 mph, and wanted to ask which speed was generally used.
- RebBugler
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Re: Cavalry charge speeds
Googled 'horse run speed' and got this:
Mounted speed would obviously be slower, and dependent on the mounted weight. Read where a good run with a 110 pound jockey aboard was 44 mph. So, figure your fully armed cavalryman from there.The gallop averages 40 to 48 kilometres per hour (25 to 30 mph). The world record for a horse galloping over a short, sprint distance is 88 kilometres per hour (55 mph). Besides these basic gaits, some horses perform a two-beat pace, instead of the trot.
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Re: Cavalry charge speeds
How does SOWWL scale distances/speeds? That is, do units cover a certain in-game distance faster than they would cover that distance in real life?
- RebBugler
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Re: Cavalry charge speeds
SOW scales down distances to closely match formation sizes governed by 4-6 to 1 soldiers to sprite ratio. So yes, cavalry covers SOW distances faster.How does SOWWL scale distances/speeds? That is, do units cover a certain in-game distance faster than they would cover that distance in real life?
Last edited by RebBugler on Wed Jan 01, 2020 4:41 pm, edited 1 time in total.
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Re: Cavalry charge speeds
What is the numerical value of this scaling factor (that is, how much faster do units move in SOW relative to real life)?
- RebBugler
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Re: Cavalry charge speeds
They don't move faster, they cover distances faster. The run speed is relative to the walk speed. I don't know the specific scaling numbers you're requesting, maybe someone will chime in, and we'll all learn something.What is the numerical value of this scaling factor (that is, how much faster do units move in SOW relative to real life)?
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Re: Cavalry charge speeds
RebBugler,
Just a point of clarification:
When you say that units cover in-game distances faster, is this due to the distances between certain features being reduced? That is, will units travel from point A to point B in-game faster than they would travel from point A to point B in real life?
Just a point of clarification:
When you say that units cover in-game distances faster, is this due to the distances between certain features being reduced? That is, will units travel from point A to point B in-game faster than they would travel from point A to point B in real life?
- RebBugler
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Re: Cavalry charge speeds
Yes...RebBugler,
Just a point of clarification:
When you say that units cover in-game distances faster, is this due to the distances between certain features being reduced? That is, will units travel from point A to point B in-game faster than they would travel from point A to point B in real life?
Jim, NorbSoft's lead designer, once stated that 1/2 hour of SOW play roughly equals one hour of real time play.
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Re: Cavalry charge speeds
But a unit would cover 100 "in-game" yards in the same time that it would cover 100 "real" yards in real life?
- RebBugler
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Re: Cavalry charge speeds
No sir, half the time. Check out the 'True Ground' mods, they're scaled for everything being equal, or real, especially the SR1 version. Maybe those visuals will explain my rationale.But a unit would cover 100 "in-game" yards in the same time that it would cover 100 "real" yards in real life?
Last edited by RebBugler on Sun Jan 12, 2020 7:07 am, edited 1 time in total.
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