30 May 2020, 02:59:33 *

Login with username, password and session length
Welcome to War and Tactics!    War and Tactics Forum is currently undergoing some modifications that might disable features you are used to. This is unabvoidable as we have to update the forum engine to a new structure that is incompatible with many of the features we had used so far. The good news: WaT will be more secure and stable, and most of the features we uninstalled will be a natural part of the new structure anyway. For the rest we will be looking for solutions. (APR 23, 2018)
   
  Home   Forum   Help ! Forum Rules ! Search Calendar Donations Login Register Chat  
Pages: [1]   Go Down
  Print  
Share this topic on Del.icio.usShare this topic on DiggShare this topic on FacebookShare this topic on GoogleShare this topic on MySpaceShare this topic on RedditShare this topic on StumbleUponShare this topic on TechnoratiShare this topic on TwitterShare this topic on Yahoo
Author Topic: MBX - Map Legend and Terrain Explanation  (Read 4713 times)
Rattler
WaT Supporter

*

Offline Offline

Germany

Location: Med Island
Posts: 2268




View Profile WWW
« on: 8 November 2009, 20:50:44 »
ReplyReply

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).



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:




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 Smiley ), 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
Logged

"War does not determine who is right, war determines who is left...": The Rattler Way Of Life (thanks! to Solideo)... http://www.youtube.com/watch?v=n9v3Vyr5o2Q
Pages: [1]   Go Up
  Print  
 
Jump to:  

Unique Hits: 29201121 | Sitemap
Powered by MySQL Powered by PHP Powered by SMF 1.1.16 | SMF © 2011, Simple Machines
TinyPortal v0.9.8 © Bloc
Valid XHTML 1.0! Valid CSS!


Google visited last this page Today at 02:47:45