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I have experienced various properties of the types of terrain but I have never seen a comprehensive list of terrain types.

I know marsh will get you stuck, mud has a chance of getting your vehicles stuck, and I was always a bit careful with rocky terrain, as that could cause damage to your traction in CMx1, but is that the case in CMSF as well?

The differences between hard, sand, dirt, gravel: they differ in the kind of dust you produce, probably sand slows you down, especially wheeled vehicles?

Grass - short, tall - and grain, I suppose they differ in concealment properties, they make driving a little bit harder?

It would be nice to see everything listed in a table, including effects of temperature and climate.

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my understanding is you cannot enter a marsh tile at all...

as for effects on wheeled vehicle speed i did this test a while back, hope it helps a little.

the terrain traveled is as follows from left to right (if facing the rear of trucks)

mud, grain, sand, rocky, grass, hard, gravel, dirt road, gravel road, road, highway, pavement, dirt, dirt lot.

weihgt is for gross vehicle weight rating... curb weight is 28,000~29,000 lbs

speedtest1.jpg

ten seconds in all at full speed.

speedtest2.jpg

20 seconds in.

speedtest3.jpg

it seems road and highway are a match, with pavement a close second.

speedtest4.jpg

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Great!

I wonder, was the truck in mud still driving at the end, because I think I have been immobilized in mud sometimes.

Now I should go make a shooting range in a similar fashion to investigate the inherent cover provided by different kinds of terrain.

I thought I heard there is some cover - in a design for effect sense, for instance in rocky terrain?

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Some very good info here, and also at the site Erwin posted the link to. I have been thinking of some different tests myself for CMSF, but never seem to get around to doing them. Here is a good one if anyone feels ambitious: How far can different rated squads run in either quick, or fast before getting tired? How far with different speeds can a squad travel in 60 seconds? How does the different terrain types effect the above statistic questions? I think any answers would be approximate statistics since CMx2 is so much more complex, and less cut and dry than in other games. All of the above, depending on unit circumstance, would have altering outcomes. For example wounded, and amount of equipment carrying as well as terrain elevation. All of it comes in to account from what I have observed, but none the less some good average statistics to test.

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just so happens i did a test a similar to that a while back.

no purty graphics with these ones, but there is some good info here i think.

FIRST ONE:

ok, i setup a basic map.

one half was flat the other half had an incline of 1 every square up to 100.

on both sides I had one Army squad with only the starting gear designated as #1, one Army squad loaded to the hilt with javelins at launchers, and ammo from the stryker designated as #2, and a M240B machine gun unit designated as #3. Follows is the results of the run at full speed test:

1 minute

FLAT SIDE: all tired all neck and neck.

HILL SIDE: #1 and #2 neck and neck, #3 just a step behind

2 minute's

FLAT SIDE: all tired no difference in distance.

HILL SIDE: #1 and #3 maybe a step ahead of #2 all tired.

3 minute's

FLAT SIDE: #2 and #3 matched neck and neck, #1 a small step ahead all tired.

HILL SIDE: #1 and #3 evenly a step ahead of #2, #1 and #3 tired, #2 fatigued.

4 minute's

FLAT SIDE: #1 slight lead over #2 and #3, #2 and #3 neck and neck all fatigued.

HILL SIDE: #1 and #3 neck and neck and fatigued. #2 exhausted and now walking, i stop #2 to time recovery.

5 minute's

FLAT SIDE: #1, #2, #3 more or less even all fatigued.

HILL SIDE: #1 slight lead over #3 both walking with exhaustion, i stop them to time recovery. #2 now fatigued again.

6 minute's

FLAT SIDE: # 1 has lead, #2 and #3 tied. All three now stopped with exhaustion to time recovery.

HILL SIDE: #1 and #3 now fatigued #2 now tired.

7 minute's

FLAT SIDE: #1, #2, #3 all now fatigued

HILL SIDE: #1, #2, #3 all now tired.

SECOND ONE:

OK this is on the same map same parameters. warm day, regular stryker infantry, normal fitness, normal motivation, 0 leadership. #1 is a squad with the normal starting equipment, #2 is a squad with all the extras from the Stryker, and #3 is a M240B machine gun unit. one side is on flat ground the other is climbing a hill elevating by one each meter. whenever a unit becomes fatigued I stop them and allow them to recover to a ready state.

1 min

FLAT: 1,2,3 all tired and tied in distance.

HILL: 1,2,3 tired and 3 is a step behind.

2 min

FLAT: 1,2,3 all tired and tied.

HILL: 1,2,3 tired and 1 is a step ahead of the others now.

3 min

FLAT: 1,2,3 tired and tied.

HILL: 1,2 fatigued and stopped 3 tired.

4 min

FLAT: 1,2,3, fatigued and stopped 1,3 tied in the lead, 2 is close behind.

HILL: 1,2 tired 3 fatigued and stopped.

5 min

FLAT: 1,2 tired 3 still fatigued.

HILL: 1,2 tired 3 fatigued.

6 min

FLAT: 1,2,3 tired.

HILL: 1,2,3 tired.

7 min

FLAT: 1,2,3 tired.

HILL: 1,2 tiring 3 tired.

8 min

FLAT: 1,3 tiring, 2 tired.

HILL: 1,2 tiring 3 tired.

9 min

FLAT: 1,2,3 tiring.

HILL: 1,2 ready off and running again, 3 tiring.

10 min

FLAT: 1,3 ready and running, 2 tiring.

HILL: 1,2 tired, 3 tiring.

11 min

FLAT: 1,3 tired, 2 ready and running, 1 is in the lead.

HILL: 1,2 tired, 3 ready and running again.

12 min

FLAT: 1,2,3 tired 1 in lead and 2 is way behind.

HILL: 1,2 fatigued and stopped, 3 tired, 1 is in the lead.

13 min

FLAT: 1,2,3 tired 1 in lead.

HILL: 1,2,3 tired 3 catches up to others.

14 min

FLAT: 1,2 tired 3 fatigued and stopped.

HILL: 1,2 tired 3 fatigued and stopped. 3 in lead.

15 min

FLAT: 1,3 fatigued and stopped, 3 tired. in still in lead.

HILL: 1,2,3 all tired.

16 min

FLAT: 1,2,3 tired.

HILL: 1 tiring, 2,3 tired.

17 min

FLAT: 1,2,3 tired.

HILL: 1,2 tiring, 3 tired.

18 min

FLAT: 1,2, tired, 3 tiring.

HILL: 1,2 ready and running, 3 tiring.

19 min

FLAT: 1 tired, 2,3 tiring.

HILL: 1,2 tired, 3 tiring, 1 in lead.

20 min

FLAT: 1,2 tiring, 3 ready and running.

HILL: 1,2 tired, 3 ready and running, 1 still in lead.

21 min

FLAT: 1,2 ready and running, 3 tired and in lead.

HILL: 1,2 fatigued and stopped, 3 tired, 1 has a strong lead.

22 min

FLAT: 1,2,3 tired, 3 small lead.

HILL: 1,2,3 tired.

23 min

FLAT: 1,2,3 tired, 1 has a small lead.

HILL: 1,2 tired, 3 fatigued and halted. 3 has a small lead.

24 min

FLAT: 1,2 tired, 3 fatigued and stopped.

HILL: 1,2,3 tired.

25 min

FLAT: 1,2 fatigued and halted, 3 tired.

HILL: 1 tiring, 2,3 tired.

26 min

FLAT: 1,2,3 tired.

HILL: 1,2 tiring, 3 tired.

27 min

FLAT: 1,2,3, tired.

HILL: 1,2 ready and running again, 3 tiring.

28 min

FLAT: 1,2 tired, 3 tiring.

HILL: 1,2 tired, 3 tiring, 1 has a strong lead of maybe 50 meters.

29 min

FLAT: 1,3 tiring, 2 tired.

HILL: 1,2 tired, 3 ready and running.

30 min

FLAT: 1,2 tiring 3 ready 1 finished with a strong lead.

HILL: 1,2 fatigued, 3 tired 1 finished with a strong lead.

the units on the flat side finished with a lead of the units on the hill side of roughly 190 meters.

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Yes, thanks Toxic. When it comes to speed my conclusion is to only use FAST for no more than 60 sec for infantry. IMO, or atleast how I play. I usually never like to get the infantry any worse off than TIRING. When TIRED, or worse they do seem to drop in combat effectivness from what i have observed.

For short hops equipment loadouts do not hinder sqauds from keeping pace. WOUNDED will for sure no matter what.

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