Wargaming => MBX => Topic started by: Rattler on 8 November 2009, 19:50:44



Title: MBX - Map Legend and Terrain Explanation
Post by: Rattler on 8 November 2009, 19:50:44
Okies, I have the map for the MBX ready, here an overview version (25% of the original size; I will make the orignal downladable within the next hour).

(http://www.warandtactics.com/mbx_public/MBX-Map-Overview.jpg)

As you can see it is a 21x13 km map we will run this MBX on, UTM coordinated (each square is 1x1 km).

Here an excerpt (80% original size) with a quick legend on how to interpret it´s textrues, colors and symbols:

(http://www.warandtactics.com/mbx_public/map_legend.jpg)


Terrain Types and what they mean

The map shows different terrain types:

- ROAD: Allows fasted movement (vehicles approx. 60 km/h; this is an abstraction that includes all kind of restrictions), but the units are well visible over large distances.

- CLEAR: Slower movment than on roads, vehicles are visible up to 4km (when the vis allows that) when moving, but only 400 when in defilade. Inf is visible at 1000 mtrs, and 100 when in defilade.

- Various grades of ROUGH: In rough terrain movment is significantly slower than in clear terrain, OTOH (again this is an abstruction) all units are less visible (moving vehicles between between 1000-2000 mtrs), spotting them will be harder, hitting them will be harder and in defilade they are better protected (this assumes units in ROUGH are making use of the terrain and its advantages).

- WOOD: Again, movmement is quite reduced there, but also visibility: From the outside you can only spot 100  mtrs into each woods group, i.ee. they block Line-of-sight (LOS). Woods provide some protection vs. ICM arty, it´s normally higher effectivity compared to HE is greatly reduced due to canopy and trunks absorging some of the shrapnell.

- TOWN: Same as wooden terrain, w/o the ICM benefit. Infantry in town is significantly harder to hit and attrit.

- WATER: As this is a wide river on this map water is fordable only by vehicles with amphibious qualities, all others have to use bridges.

The abstractions work quite well, so you don´t kneed to know all the details, the first few turns will give you the idea, the important thing is to make good tactical use of the various terrains (and not try to swim the river with an Abrams :) ), if you apply your RL knowledge you normally will not find too many surprising differences.

- The terrain marked with the red crosses (those are obstacle markers but have no tactical meaning here, I just used them to make the restricitions visually clear) menas that it this terrain is impassible for vehicles (due to steep rises, or the small road sozes in the old town centers, etc.) and that inf is significantly slower to move there.

- the barbed wire that you can see on various installations on the map has the following effects:

50% crossing speed for tracked vehicles
25% crossing speed for wheeled vehicles
10% crossing speed ofr dismounted infantry

Breaching (by Engineer squads):

- Manual Labor: 60 Squad Minutes (max 2 Squads)
- Vehicle Labor: 30 Vehicle Minutes (max 2 vehicles)
- Explosive Line Charge

- HIGH ground work as a natural barrier, i.e. blocks LOS (though, from the first 100 mtrs of high ground you have LOS to *both* high AND low ground, much like in RL. The best way to picture high ground is as a kind of plateau, this resolution is enough for tactical resolution of combat.

Hope this helps,

Rattler