Thursday, May 21, 2015

More on Scale.


+Erik McGrath

Since my last post on scale I've been thinking more and more about it and I've come to some conclusions.

Ground Scale Should Be Strict

Whatever the actual scale is it should be maintained at all times. For a small, personal scale where each side is under or around the size of a company I find a ground scale of 2:1 is satisfying for both movement and shooting.

For the 1:72 scale this means a ground scale of between 1:125 and 1:150 gives a good blend of playability and precision. From a precision standpoint it makes the normal 6'x4' table I play on 300x200 yards which is the same area as 12 football fields, minus endzones.

For playability and look it makes the models and terrain seem larger when compared to the distances involved but not so much that it strains credulity. It does make very close contact a little strange but that is why I have come to my next point.

Time Scale Should Be Flexible

In combat time is mainly about maneuver and firepower. The longer the scale the more firepower influences the forces from turn to turn. Most WW2-era tanks and anti-tank guns could fire from 10-15 rounds per minute and records from that period show that 15 75mm HE rounds is the average amount needed to neutralize a dug-in, crew-served gun. 

So if the time frame is long enough that a gun can sustain fire for a minute each round then casualties will be more significant than if they can only expect 30 seconds. As the time scale increases it gets more and more devastating. 

Now of course this means the rounds are hitting the target so camouflage and terrain can still make a gun that has been detected very difficult to dislodge and that's before you consider that AT guns are much better at killing tanks than vice versa. 

Effects of Strict Ground and Flexible Time

While each factor is vital it is the combination of them that is the most important thing. By keeping distance fixed it allows for close quarters battles to be incredibly decisive affairs. If each inch represents 4 yards (1:144 scale) then being within 2 inches of a target is hand to hand distance since in most cases a person can close that distance in less than a second. With fixed bayonets or similar close fighting weapons that can mean that even if the attacker is shot he could still live long enough to impale his enemy before both succumb to their wounds.

In Boots on the Ground this frenetic engagement is handled with the Close Assault Phase. Most turns will not have one, but if at any time the active player is within 4" of the enemy they may attempt to initiate one. It takes place after the normal exchange of fire in the Active/Reactive Shooting subphases and it immediately leads to a brief exchange of gunfire and grenades and then vicious hand to hand fighting or both. 

All models 2"-4" apart make what I am terming a Firefight attack and then may advance a further 2" toward the enemy. After both forces move all models within 2" of the enemy make a Hand to Hand attack. When those are resolved anyone still standing checks Morale. This can lead to men hesitating, freezing or even routing. If after this happens there are non-broken models on both sides of the fight they remain locked in close quarters battle (CQB) and they stay put throughout the next turn.

If only one side has men in good order (GO) then they win the assault and take the surviving enemy prisoner or execute them depending on the specifics of each force. Berserk units often execute their enemies in the throes of their rage (roll Discipline, success means they do not) while regular line troops almost never do so (roll Discipline, they only kill prisoners on a Fumble). If one side has a particular enmity of the other they use the Unlikely rule on their check so they are much more likely to fail. 

The reason this is left to a Discipline roll and not to the player is because sometimes in war men make the wrong choice despite their orders or their better nature. 

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