Sparafucil3
Forum Guru
Fifteen hexes is 1.5 boards tall or approximately half a board wide. There are limitations on the board edges you have to use to make the board geomorphic. You could forgo one edge and make a double wide but that does limit the usability of the board some if you want "true" compliance. The other "problem" then becomes what else do you use the board for? What you're suggesting works well for HASLs but I am not sure how well it would work for general scenario design.All of this just confirms that 6 is a good range for squad firepower. I agree! But what about all the other weapons? "Rommel in his book mentions French Machine gunners opening fire at 5-600 yards." Yes, that's about 15 hexes away for machine guns in 1940! Ergo, it's quite ok for ASL boards to permit shots at 15 hexes. Even further when you consider combat after 1940...
The MG 42 fired "with lethality at ranges of more than 1,000 meters."
[1] Military Small Arms of the 20th Century, 7th Edition, Ian V. Hogg & John S. Weeks, Krause Publications, 2000, page 326
According to the US Army Ballistics Research Laboratory, tanks in western Europe were immobilized by fire on average at about 900 yards. Note this was neither in the desert nor the steppe.
[2] Data on World War II Tank Engagements: Involving the U.S. Third and Fourth Armored Divisions, Ballistic Research Laboratories (BRL), Aberdeen Proving Ground, Maryland, Report No. 798, Hardison, David C., 1954.
I fully understand that some people don't like DTO or steppe scenarios. That's why I suggest the boards be ETO and have some cover, just not so much that shots beyond rifle range are nearly impossible. There's plenty of data/evidence to support direct fire combat beyond rifle range. BTW, the last dice fest I played in was a Red Barricades scenario with MGs making rate over and over again.
WRT engagement ranges, this comes from Zaloga's book "Red Army Handbook 1939 - 1945". This table comes from page 179. The original table omits the 600 - 800 lines but I am adding it in here by doing math.
Range_______75mm gun_____88mm gun
100-200_______10.0%_________4.0%
200-400_______26.1%________14.0%
400-600_______33.5%________18.0%
600-800_______14.5%________31.2%
800-1000_______7.0%________13.5%
1000-1200______4.5%_________8.5%
1200-1400______3.6%_________7.6%
1400-1600______0.4%_________2.0%
1600-1800______0.4%_________0.7%
1800-2000______0.0%_________0.5%
Ranges are in meters and the percentages represent "kills" by mm of the shooter. The vast bulk is below 1200 meters (30 hexes). Even with the 88, the majority of kills were at ranges less than 800 meters (20 hexes). Looking at the 75mm, most occurred at ranges less than 600 meters (15 hexes). So you're point has some support in the data.
Now, you could do this on existing boards relatively easily. If you introduces transparent slope overlays creating "up slope" positions, you could see over vast swaths of Brush, Grain, and Walls to create long range shots. Then you have usable boards and yet can still create long range shots with existing art work. Of course, more people like DTO than like the idea of Slopes which is sad. Still, I am trying to work on stuff with the idea of slope overlays because while I do want longer range engagements, I don't want new limited use maps. In fact, I like the idea of seeing maps get more usage than they seem to be lately with the preference for new maps in packs these days.
Slopes are a tough row to hoe with MMP though. I spoke with several designers and they just won't use them either. Kenn Dunn added them to a project he was working on and it completely solved some design issues he was having. IMO they should be used more. -- jim
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