P
PoorOldSpike
Guest
Good dry weather, flat ground, the tanks are PzIVH(lates), and the infantry are standard 9-man Grenadier squads.
I gave them all different types of movement orders and hit 'Go'-
At the end of the turn these were the distances covered. (Infantry circled yellow, tanks labelled white)
Note that the infantry squad on 'Slow' crawled prone, 'Move' is a walk, 'Hunt' is a shuffling crouch, 'Quick' is a jog, and 'Fast' is a run.
Infantry tire out quicker and their spotting ability worsens the faster they go.
The Assault squad split into two leapfrogging elements.
SUMMARY- The faster that units go, the poorer their spotting and accuracy becomes.
Tanks will fire on the move without stopping unless they're on 'Hunt' in which case they'll stop.
'Fast' and 'Quick' for tanks is appaently identical.
Infantry will sometimes fire while moving, and sometimes stop. They'll always stop if on 'Hunt'.
I gave them all different types of movement orders and hit 'Go'-

At the end of the turn these were the distances covered. (Infantry circled yellow, tanks labelled white)
Note that the infantry squad on 'Slow' crawled prone, 'Move' is a walk, 'Hunt' is a shuffling crouch, 'Quick' is a jog, and 'Fast' is a run.
Infantry tire out quicker and their spotting ability worsens the faster they go.
The Assault squad split into two leapfrogging elements.

SUMMARY- The faster that units go, the poorer their spotting and accuracy becomes.
Tanks will fire on the move without stopping unless they're on 'Hunt' in which case they'll stop.
'Fast' and 'Quick' for tanks is appaently identical.
Infantry will sometimes fire while moving, and sometimes stop. They'll always stop if on 'Hunt'.