Then we have OGRE, a map of 22.5km x 31.5km (about 700km square). Then with the Shockwave map were we have a map of 33km x 31.5km which yields 1040 kilometer square. These are small scale operations, where vehicle movement is significant within a 4 minute period of time.
France/German border = about 350km
France/Netherland border = about 150km
France/Spain border = about 375km
The other scale is on the order of magnitude of thousands of kilometers (as the information below).
Netherlands to Spain = about 1000km
Germany to France coast = about 300km-700km
Italy to France coast = about 600km
Spain & Portugal = about 700km (either direction)
UK = about 400km x about 800km (approximation)
Intercontinental Sea Lengths
USA to Europe about 6000km (sea) (45 hexes)
USA to Japan 8000km (by sea) (60 hexes)
Japan to China = 1000km (by sea) (8 hexes)
India to Middle East 2000km (by sea) (15 hexes)
(You will not that I rounded up on any fractions above 0.2)
Now I read the other day of how some people want to introduce ships and subs into the mix. Unless these two scales interact on the coast or near a small island we have to assume that a Heavy Tank will not be duking it out with a surface warship.
Now France has an area of about 1/2 million square kilometers and the shockwave map is but 1000 square kilometers.
So, we introduce a new scale of war, the regional scale (as in Axis and Allies). In this scale I think single OGRES still have significance.
Each regional hex would be a 135km long hex that would hold 30,300 square kilometers. This would be enough to hold 30 shockwave maps! So, the battlespace would be 30 times larger than the battlespace of OGRE/GEV Shockwave. This would almost certainly need a differing rule set where range is not significant and ECM against ECCM rules the battlefield!
My point is that in order to introduce naval and country sized warfare, where military groups involved are a few dozen times more powerful than any OGRE unit, we need regional space. I say one hex of regional area equals 135 km long (as to 1.5km in vehicular OGRE) and the turn length increased to about 4 hours. Naval battles don't last minutes, they last hours.
I would like someone to create a naval OGRE game based on these findings.
I also had an idea where the financial aspects of Axis and Allies would mix in with OGRE to flesh out the intercontinental nature of warfare in World War 3. OGRES would have an ICP value and the terms 'brigades' and 'regiments' could have meaning now. I propose to make one Axis and Allies 'ICP' equate to $100 million, or hundred Million Credits (hMcr). This would make a Mark IV OGRE cost about 9 hMcr. You can calculate out what a GEV battalion would cost, which would include GEV/PC, Infantry, Engineers, Marines, Light GEVs, etc.
Regional Unit Stats would be thus:
ATT (ecm) The combined and average firepower of hundreds of vehicles (200 vehicles or 400 infantry).
DEF (eccm)The unit would be reducible as infantry because there are so many vehicles.
MOV The average speed of all the vehicles in the 'brigade' and 'regiment'
Cost in hMcr
Pretty simple, huh?
Brigade 144 to 288 armored vehicles. Varies depending on mission,of course. Could even be a few OGRES!
Regiment About 430 (about 28 3/1 Platoons) of Infantry battlesuits with support vehicles.
This map depicts what France's theater of operation would look like on this macro scale where 135km= 1 hex length and 4 hours=turn. This gives the highest speed a combat vehicle has (speed 4 hexes) 2 tactical hexes per turn and slower vehicles and infantry only 1 hex per turn. You might say that GEVs move 7 (4+3) and thus should about move 3 tactical hexes per turn.
> First of all, there are no pure GEV brigades. GEVs are mixed in with other support vehicles, infantry and lightly armored vehicles.
> Secondly, there are no straight lines to their destination. Rivers do not run straight to where they attack nor do large areas of flat land lie between them and their intended destination. Therefore, terrain constraints of a GEV on the large scale slows them to about half their maximum speed on the micro scale.
These rules reflect the ancestry this new type of game would have with my personal favorite, Axis and Allies. In Axis and Allies, armor moved 2 and infantry moved 1.
At this scale who ever moves pretty much wins. So, I propose that if any unit comes into contact with another unit (range has no place on this scale except in certain circumstances), then that the defending unit attacks first THEN the attacker attacks even if they were 'destroyed'. No opposing units may occupy the same hex at the end of the turn at the same time. In fact, you could make up Combine and Paneuropean counters or something to signify taken ground. This mirrors the gameplay of Axis and Allies of old, and it works for this large scale. Now all I have to do is spread a hex map over the whole world with a circumference of 40,000km (about 300 regional hexes)... yay.