Adjusting Microarmor - Modern version for 1:1 play

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Beriothien
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Adjusting Microarmor - Modern version for 1:1 play

Post by Beriothien »

Hi

I did a search, and couldn't find anything (search skills may be bad...) but....

What adjustments do you make to the Modern rules if you want to play it at a 1:1 scale? (i.e. 1 tank model = 1 tank)

Beriothien
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Post by Beriothien »

Bah - I do a search on 1:1, and nothing comes up. I post, then go to second page, and see a thread!

From that thread:

"First question I would have for you, is your group playing Modern or WWII?

I have done quite a bit of experimentation with using the GHQ Modern rules in a 1:1 scale and played quite a number of play test games with positive results.

The conversion is really quite simple.

In the rules, a stand represents between 3 and 6 vehicles. Based on what most platoon size units actually field I used 4 as the average.

The rules have a scale of 1" = 100m.
To convert to a 1:1 scale, 1" = 100m/4 or 25m.

Time scale in 1:4 scale = ~3 mins
Time scale in 1:1 scale = ~3min/4 or ~45 seconds

Movement distances remain the same as in the rules. The units are moving at the same speed but they are moving for only 1/4 of the time.

Firing ranges are multiplied by 4 because your scale is now 1" = 25m.

In 4:1 scale 1 model represents 4 vehicles in a 100m by 100m area. To represent the same scale, in 1:1 multiply the the width and depth of one stand by 4. This puts 4 single vehicle models in the same area. 4"(100m) x 4"(100m), scale wise as one vehicle representing 4 vehicles in a 1" (100m x 100m) area. So if you are playing WWII as long as a platoon of 4 tanks all are within a 4" by 4" area they are in cohesion.

Now impact areas are also multiplied by 4. So a 1" square impact area in 4:1 becomes a 4" by 4" impact area. A 1" by 2" impact marker in 1:4 becomes a 4" by 8" impact area etc.

Now the time difference effects indirect fire by a factor of 4. Meaning there is a 4 turn delay, because remember each turn is now ~45 seconds.

You play with no changes to the combat results table and all other rules remain the same.

The biggest problem is getting people to mentally see the new scale.

Does that help? "

Any other ideas? I like these, but am open to more.

opsctr
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Post by opsctr »

One vehicle representing one vehicle, a stand of 4 infantry representing a fire team, and one heavy weapon for each heavy weapon in the unit. That's 1 for 1, isn't it?

1" = 25 meters...? That isn't 1 to 1 scale as far as I can tell. 1 to 1 scale is closer to 1mm per foot or roughly 100 yards to 1 foot.

It's a very easy conversion for me, and it is truly 1 to 1 scale. Now, all you have to do is adjust your terrain to fit. When you go to 1 to 1 your vertical scale needs to match, as illustrated below...

Image

In this picture you can see 1 foot hexes (100 yards) and rugged terrain in vertical scale as well as horizontal scale, which isn't as difficult to do.

Opsctr06
"The three most important words when trying to make a decision are: communications, communications, communications, ...in that order" MGen BG Hollingsworth USMC (retired)

Beriothien
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Post by Beriothien »

OPSTCR, a four by six table is then 400 by 600 yards :)

I am willing to accept a sliding distance scale to make company sized actions possible.

What I am in need of is ideas to play "1:1" meaning one tank is one tank, as opposed to "1:5" as the rules for Microarmor are written.

To anyone out there, reading my quote from the other thread - why do you leave the firepwer results the same etc, and not divide them by 4 as well?

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Post by Mobius »

Why don't you just play a real 1:1 game and not jury-rig something else?
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Beriothien
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Post by Beriothien »

What is a "real 1:1" game? Name of Game? Name of Manufacturer? Also, by "1:1" do you mean '1 tank is 1 tank' or do you mean '1cm = so many yards, no sliding scale'?

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Post by Mobius »

Beriothien wrote:What is a "real 1:1" game? Name of Game? Name of Manufacturer? Also, by "1:1" do you mean '1 tank is 1 tank' or do you mean '1cm = so many yards, no sliding scale'?
Airland War
Free downloadable and made by me. Click on my signature link.
1:1 means 1 tank model = 1 tank. One infantry stand = 1 squad.
1cm = 20meters. No sliding scale but a compressed scale. So 1cm = 20 m every where on the table.
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Post by Quartette »

The playtesting we have been doing at 1:1 scaled out like this:

Also the 1 tank = 1 tank scale can translate at roughly 1mm = 1 foot

men are 6mm in height = roughly 6 foot
bmp2 = 22-23mm in length = the actual length of roughly 22 feet (6.72m)

in this scale 1 cm = 10 foot = approx 3m
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Post by Mobius »

Quartette wrote:The playtesting we have been doing at 1:1 scaled out like this:
in this scale 1 cm = 10 foot = approx 3m
That may work somewhat for the most modern weapons but there are first generation ATGMs that have minimum ranges of 400-500m. With your scale the minimum range of a SAGGER would be over 1.5 meters. You don't get any range or sight attenuation at that scale. On your average game table you would be fighting in one city block.
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Post by Quartette »

We haven't hit that problem yet, but it is definitely something we ought to bear in mind, it is surprising that it hasn't occurred so far. Our tables are 5ft wide and as long as necessary for the scenario or as long as we can fit in the space available... this obviously isn't a luxury that most people have. Truly long ranged stuff we are either abstracting totally or fudging the distance to the rear (ie collapsing several miles into a cm)
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Post by Quartette »

[Error]
Last edited by Quartette on Mon Feb 09, 2009 5:32 pm, edited 1 time in total.
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Post by Quartette »

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Last edited by Quartette on Mon Feb 09, 2009 5:32 pm, edited 1 time in total.
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Post by Quartette »

[Error]
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opsctr
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Post by opsctr »

That may work somewhat for the most modern weapons but there are first generation ATGMs that have minimum ranges of 400-500m. With your scale the minimum range of a SAGGER would be over 1.5 meters. You don't get any range or sight attenuation at that scale. On your average game table you would be fighting in one city block.
Sooooo, why is that a problem. On most current battlefields the ranges are closer to 300 - 400 meters engagement ranges when infantry is involved and maybe double that when armor is involved.

WHAT THAT DOES MEAN... the rules you use are much more detailed in the areas of target acquisition, reaction times, optics, spotting, movement, etc., etc..., which is what we use for our simulations. It forces commanders into more realistic decision-making situations, ...which is again "what we do"!

In my view you could use the GHQ rules just as they are for 1-to-1 gaming though I would extend the ranges by 100% to make the distances appear a little more realistic. As long as the rules apply equally to both sides what difference does ratio make to the results. It's only a game after all!
"The three most important words when trying to make a decision are: communications, communications, communications, ...in that order" MGen BG Hollingsworth USMC (retired)

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