It is difficult to come up with a road and pike movement rate that works without using very large MP rates so that there is some differentiation between a road and a pike.
For this new game I am working on, because the games seem to take too long to play, I am adding in more Pikes than in the past.
My approach for Eckmuhl was to have some differentiation. For the 10 min. moves I think its a fractional value of the Eckmuhl game PDT mp rates.
We cannot use fractions or decimals in the PDT File for the MP rates or costs and apart from using something like 100 for a MP rate the ones I have are the best I could come up with.
Note: I wish we could have had a "Double Time" movement allowance added in - with high fatigue accrual as a result ... but just never could get that added to my top priority list of options for the series. Isnt going to happen either.
Remember: the 10 min. move turn format was mainly used to help avoid Blitz issues. There is less movement per turn so you can square up or change formation (limber, etc) and avoid enemy cavalry a bit easier than in the Waterloo/NRC or Eckmuhl formats.
Good idea, Anton, and let me know how this game turns out.
Wish I could pick up the challenge but the move and my new duties at new house will keep me busier than normal. I will have to do my game turns in the morning when I get up and later at night before I go to bed.
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Generalfeldmarschall Wilhelm Prinz Peters von Dennewitz
3. Husaren-Regiment, Reserve-Kavallerie, Preußischen Armee-Korps
Honarary CO of Garde-Ulanen Regiment, Garde-Grenadier Kavallerie
NWC Founding Member
For Club Games: I prefer the Single Phase mode of play. I prefer to play with the following options
OFF:
MDF, VP4LC, NRO, MTD, CMR, PR, MIM, NDM, OMR (ver 4.07)