Tank Battle on Belhamed, Peter McIntyre |
Eriochrome here again with more discussion on game scale this time with an emphasis on Tanks. I saw this picture on Fritz's great Way of Saim Hain blog (now Fritz 40K) which pretty much showed me exactly the reasons we are trying to go the way we are.
Image from Fritz40K; Labeling by Me |
Lets have a quick look. First, I like the terrain. Lots of tough ground and line of site blocking stuff. Terrain dense enough for the armies to have to get in close enough to make the scale of the board appropriate for a battle. After that not much to like from a tactical game play perspective, Each side has at least 10 tanks on the board plus skimmers jammed into the two corners due to the deployment. The tanks clearly have no room to maneuver and cannot move at any speed or they will essentially run right into the enemy or each other.
As SandWyrm noted yesterday, the scale length of
the board from corner far corner is like 460 ft. Average everyday
around the house walking speed is 3.1 mph which means a walking you
cover this is 100 seconds. Modern tanks have burst speeds 10+ times
human walking so they are crossing the whole corner to far corner
distance in 10 second or like 1-2 game turns. If I can move the whole
board distance that fast why would I have 10 tanks stacked so close
together that a direct fire anti-tank shot cannot miss. Especially when the
weapons on the tanks have ranges measured in 10's of board lengths.
One
would actually expect the tank or APC to be firing its support weapons
from off the board (like our plan for artillery) and only get this close to the enemy in an ambush or
final assault for breakthrough. Moving the tanks into battle one would
find 100 yard combat spacing (ie long edge board length). While this
looks like an effective formation for line-breaking, the reality is that
you would get through the line at a narrow point and then get your side
armor ravaged by units to the left and right of the board for miles on
both sides.
It all comes back to scale. At 28 mm tanks
are beautiful models where people can paint awesome markings and
artwork. Some of the stuff out there on the blogosphere is just
breathtaking but as a game element they are just not that great. Even
15 mm scale is probably too large for real tank on tank action. Epic's 6
mm scale is probably closer to correct but it emphasis on multiple
model units for anything not Titan sort of diminishes the possibilities.
Ofcourse
people have these types of models and will want to use them so how to
make them interesting but not overpowering. This holds true for things
like Monstrous Creatures and Walkers as well. We have been thinking
about this and are trying to keep the big guys in mind even though we
are working mainly infantry rules right now. The vehicle rules will
be a natural extension of the infantry rules as opposed to a whole new
damage system where MCs are different from Walkers which are different
from tanks.
It is going to be the players job to try to suppress the fire from the enemies anti tank units so he can use his tank to storm tough positions approached from the open or move the tank onto the flank of a dug in unit for crossfire bonuses. A fully mechanized force might be 1 Main battle tank supported by 2 APC mounted infantry units where they provide cover fire so the tank can get its anti infantry shots into the sides of enemy units or enemy vehicles.
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