As in SPEARHEAD there is the option of dismounting from the vehicle, with no provision to remount again later. Dismounting is seen as an operational decision by the Company Commander, brought about by the threat of enemy MBTs and ATGWs, the need to cross an obstacle impassable to vehicles, or the desire to reduce the units signature (visibility) in open terrain. Because these are all likely to result in vehicles being sent some distance to the rear, where they will take no active part in the immediate future of unit operations, remounting is not permitted within the time frame of a typical MSH game.

Finally, we have built into the abstraction, by way of the priority rules, realistic responses for Combat Teams when they encounter enemy. In situations against other teams the infantry will invariably dismount to fight alongside their vehicle(s), this being the best way they can ensure that the enemy does not gain an advantage by doing so, and we have emphasized this by the use of AI factors rather than AT or ATGW. Similarly the presence of the armored vehicles prevents teams from being overrun, but allows them to overrun conventional infantry and artillery. Ultimately this means combat teams are very powerful in covered defensive positions, or against enemy with little armor present. However, on the attack against a well-balanced force the player is presented with a tactical dilemma. He must choose either speed across the open with safety from artillery fire (but vulnerability to MBTs and ATGWs), or discretion and safety from AT fire (but at the cost of speed and vulnerability to artillery).

Timing of Fire
One of the most obvious changes from the original SPEARHEAD is in the Timing of Fire sequence. SPEARHEAD focused — rightly — on the scissors-paper-rock relationship of infantry, tanks, and guns; the Timing of Fire rules rewarded cooperation in these vital arms. In modern warfare, however, these categorizations break down. Antitank guns, where they are still present, are usually self-propelled and are more tank-like. Infantry now usually ride in armored vehicles, many of which are basically tanks. The tanks themselves have powered turrets, stabilized guns, and laser targeting systems that greatly increase the speed and accuracy of target designation. Accompanying this mechanization of all arms is the rise of a new weapon of mobile war, the helicopter, with its rapid target acquisition, high rate of fire, and long range while artillery has resurged as a major killer with new, improved munitions and increasingly rapid response times.

We altered the Timing of Fire sequence from SPEARHEAD in light of these considerations. Infantry, Tanks, and Guns now all fire in one of the two Direct Fire Phases. Artillery and Air units now fire in separate phases, Artillery before Air; thus allowing a wise player to use his artillery to suppress enemy air-defenses prior to the arrival of attack helicopters, the new shock arm of modern warfare.

Even after this revision of the basic Timing of Fire sequence, a major problem remained. All modern armies rely, to a greater or lesser extent, on guided antitank missiles characterized by a large back blast and a slow time to target. These factors would seem to indicate that Antitank Guided Weapon fire should occur late in the sequence of fire. Yet because all types of units (turreted vehicles, helicopters, and infantry) use antitank missiles, assigning them a separate phase in the Timing of Fire was impractical.

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Copyright © 2006 John Moher.