Ok I won’t blog this as it seems more of an issue for you guys than a concern for the general public,

The larger a unit is the more ranks deep the unit is when used. If you don’t believe me, and don’t worry you won’t be the first, play with the different unit sizes and check it out for yourself. This occurs due to the playable area staying the same size, no matter what unit size you use you will position the camera in the same position and the surrounding objects will remain the same size. This means when players drag and drop lines of units or move units around objects or through breaches the units end up thicker (more ranks) and thicker units means slower combat. Why slower; because a smaller percentage of the unit is involved in combat at any given time.

In addition game physics don’t change, these include: the size of a soldier; the speed it travels; and most importantly collision mass. If two small units with the same collision mass collide they inflict a larger proportion of casualties on first contact than if they were bigger units.

This is why the unit size counts. When units are larger combat speed is slowed and the influence of first contact is reduced, in my opinion it is the most important factor in establishing game pace. Start up RTW and play the same custom battle on both small unit size and huge. Try your best to make the huge game play as fast as the small. If you know how to enable PR camera you will get halfway there by raising the camera to the heavens and dragging thinner lines.

Competitive MP players look for a unit size that ensures the game runs fast and achieves the correct game pace. In my opinion RTW normal was too small (faster pace) and large was too large (slower pace) and small, well might as well Ctrl-A double click and toss a coin. In addition to RTW players using smaller unit sizes, the individual soldiers did not maintaining personal space allowing blobbing which resulted in an increased effect when colliding. The game became one of blobs with players ensuring they had enough mass for the first contact to try and cause mass casualties and chain routes.

Anyway I hope this gives you an insight into what was meant. Mechanics like blobbing have been fixed, collision masses have been reduced, combat stats have been scaled down, and most importantly you will have 4 unit sizes that allow for all types of game pace.

Jason