RATE OF MOVEMENT FOR GROUND TROOPS
Entrenched: 0 kph Entrenched
Dug In: 0 kph Defilade
Stationary (Reserve): 0 kph Prepared to move
Bounding Overwatch: 10 kph Broken down by unit
Travelling Overwatch: 20 kph Stacked by platoon
Travelling: 30 kph Stacked by company
Strategic: 40 kph Stacked by company, ranges=0
CHANGE IN MANEUVER AND REORGANIZATION:
The following is a method for determining how long it will take for a combat unit to get from one place on the map to another using the various types of formations listed above. For each shift in speed level, a delay factor of several minutes must be assessed, as follows:
Infantry platoon: 2 min.
Infantry company: 7 min.
Infantry battalion: 10 min.
Mech Infantry platoon: 5 min.
Mech Infantry company: 10 min.
Mech Infantry battalion: 15 min.
Armored platoon: 2 min.
Armored company: 5 min.
Armored battalion: 10 min.
Brigade: 45 min.
So, if a mechanized infantry battalion wants to go from a Dug-in position (defilade, 0 kph) to Travelling Overwatch (20 kph), which is a shift of 3 speed levels, simply multiply the delay factor (15 min.) by the number of shifts (3) to get a total delay of 45 minutes. This means that a mechanized infantry battalion would need 45 minutes in order to go from a dug in to a travelling overwatch formation.
The term "speed" can be measured as both a positive and a negative value, so if a platoon of tanks is travelling east in bounding overwatch (10 kmh), then backtracks the other way and goes (-10kmh) to the west, the cost factor for the change in direction is 2 (From +10 to zero, then from zero to -10). Multiply this numberddd sffffftimes the delay factor appropriate for tanks (2 minutes) and you will get a total delay of 4 minutes for the change of amaeuver.
If a whole brigade were to do make the same shift in speed, which would involve 3+ battalions plus all supplies, ADA, HQ, etc., it would cost 45 minutes x 3, which is a total delay of 2 hours,15 minutes.
For movement purposes, an MEU is considered the equivalent of 1 brigade.
OTHER MODIFIERS:
Multiple Units:
Adding a second or third unit (but without the assets of the parent unit) increases the delay factor by 50% per added unit.
So in the original example, where one mech battalion would take 45 minutes to prepare for their march, 2 mech battalions would take (15 + 7.5) x the number of gear shifts (3), or 22.5 x 3 = 67.5 minutes. If it were 3 mech bns., it would be (15 + 15) x 3 = 90 minutes.
Weather:
Rain = Add 33% to overall delay.
Night = Add 50% to overall delay.
Heat (Over 90* ) = Add 20% to overall delay for any combat units with leg infantry.
Mud = Clear terrain: Add 20% to overall delay.
Rough terrain: Add 30% to overall delay.
ENGINEERING TASKS:
Minelaying (hand): 5 mines/hr.
Minelaying (sea): 1 km./hr.
Minelaying (anti-sub): 1 km/day
Barbed wire: 1 km./hr.
Blowing bridge: 1 hr.
Repairing bridge 6 hours
Building pontoon bridge 30 min.
RELOADING TASKS:
Fighter (Air to air) 30 min.
Attack 1 hr.
Bomber 2 hr.
Helo (ATGM) 30 min.
REFUELING TASKS:
Fighter 30 min.
Attack 30 hr.
Bomber 30 hr.
Helo 15 min.