A common complaint I read or hear is that a weapon’s
range is not “realistic” in a game. I
myself have felt the same way about some games.
For example, I find the ranges in Bolt
Action to be most off putting. If
you read my reviews of A World Aflame
or On The Seven Seas I call out
weapon ranges as a big dissatisfier as well.
When a man can run almost as far as a pistol can shoot with a single action,
it makes me wonder why I would ever stop to shoot with my pistol. On the other hand, a gun that can fire all
the way across the board with no limit can be equally unappealing.
Melee weapons are easy.
For them to work, you have to be very close, typically base-to-base or
some other very close proximity. That is
relatively easy to design for. Ranged weapons
are not as easy. As a designer, ranged
weapons can be a real thorn. The closer
you get to modern weapons the harder it is to get the ranges to be “realistic”.
What is a “realistic”
weapon range anyway?
Great question.
Now, let’s go to the other extreme. I have played some micro-armor games with
weapons that have a range measured in thousands of yards. The only real limitation on the range is if
the target can be identified and targeted.
No matter where the enemy goes on the table, they will be in range. This can be “realistic” but it is also not
very fun when all you can do is pray you are not detected. It makes maneuver on the tabletop useless and
the best path forward is always the quickest route.
Many players will tell you that a realistic weapon range
is one that matches the ground scale of the game to that of the weapons. So, if a millimeter equals 1 yard then a
weapon that can fire 300 yards accurately (maybe a musket) should be able to
fire 300 millimeters. That is then a “realistic”
weapon range. Now, imagine trying to apply this standard to
a Micro-armor game. You would need a
baseball field to play with 6mm models for Desert Storm/Team Yankee type
games.
It’s A Trap!
For a game designer, “Realistic” weapon ranges are a
trap. They can not be achieved within
the following constraints:
1.
Time Scale
2.
Ground Scale
3.
Fun Scale
Time Scale: Units would need to move unnaturally or
unrealisticall fast in order to close distances in modern games. In essence, they would simply be shooting
duels where the main challenge would be creating firing formulas and detection
mechanics. This can sometimes be a dig
on modern Naval Wargaming.
Ground Scale: Most people simply do not have big enough
tables or able to manipulate small enough models to make a “realistic” weapon
range work. Of course, the old U.S. Naval
War College can make an exception when they are gaming on gymnasium
floors. The rest of us can not typically
make that space commitment.
Fun Scale: “Realistic” weapon ranges for modern weapons
simply are not that much fun! It limits
the possibility of maneuver UNLESS the game has strong stealth mechanics. I once toyed with a game that had unlimited
ranges, future tech detection gear, and weapons that were powerful enough to
punch through most cover. The game
sucked as it devolved into a simple game of dice throwing because there were
not enough variables to make tactical and compelling game play. “Realistic” ranges limit tactical flexibility
unless the game design compensates for it somehow.
What Is The Answer
Then Smart Guy?
Sadly, there is no one answer to “realistic” weapon
ranges. The true question is:
“What are you
trying to achieve with your game?”
In my mind there are two things to consider:
1.
Firepower vs. Maneuver
In my mind, range and movement work closely
together. Weapon ranges are a way to
limit the maneuver possibilities of the opponent. As a designer, you need to decide at what
point you want enemy firepower to be a consideration in a players
movement. Firepower, and thereby weapon
ranges; are simply a factor to limit
free maneuver of troops. If units can
not be fired upon they can move freely.
Once they can be fired upon they are subject to additional
considerations that limit their movement options. How soon do you want this to occur in your
war game?
2.
Range vs. Movement
The other key consideration is how far something can move
in relation to how far weapons shoot. If
a man can run the range of a machine gun burst in a turn, then what is the
point have setting up a machine gun fire arc.
You will never be able to use the machine gun as the enemy will just
time their run to move through it immediately.
This means your Range to Movement Ratio is not in sync. It gives too much benefit to movement.
The Range to Movement ratio must be in balance to achieve
“realism”. However, some Fantasy and
Sci-fi style games can bypass even this ratio through magic and
technology. Other games have to be
grounded a bit more.
What Should I Do?
Keep this rule of thumb in mind while designing. The longer the weapon ranges, the more static
the game will become as movement will be limited by firepower. The shorter the weapon ranges the more maneuver
will play a role in the game.
There is a reason why 24 inch ranges on 6 foot by 4 foot boards
is so popular. It provides initial
movement options without limitation by firepower. However, as the two enemies close firepower
becomes increasingly important. Essentially,
the main theatre of action will be the center two feet of a 4 foot wide board
across a three foot frontage.
In addition, 24 to 6 inches applies a “reasonable Range
to Movement ratio of 4:1. It would take
4 movement actions to reach a man standing still and shooting. This makes crossing that ground feel suitably
deadly unless you do something to stop them from shooting at you in the first
place. This desire to stop the enemy
from standing still and shooting you is what leads to tactics and
decisions. Decisions equal fun.
As we can see, Bolt
Action is attempting to create an artificial balance between firepower and Maneuver. Meanwhile, a game like On the Seven Seas has simply violated Range to Movement
Ratios.
Final Thoughts
Chasing “realistic” weapon ranges in most games is a
unicorn. The more “modern” the game, the
harder it is. Therefore, instead of
trying to make “realistic” weapon ranges, focus on what you are trying to
emphasize with your rules.
To give your game the right feel, you need to balance two
areas:
1.
Firepower vs. Manuever
2.
Range to Movement Ratio
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