Technically oriented players are certain to notice we did not include any data on minimum ranges for direct fire (particularly ATGWs). Again, this is by design. MSH assumes that combat is taking place within a flexible combat area, where local commanders are making decisions; this includes setting up proper engagement zones and knowing the optimum time to fire to avoid minimum range problems. The effective range of modern weapons defines the area of combat in MSH.

New Attack and Defense Factors
One of our primary challenges was to create mechanics that could simulate the new weapon systems and counter-measures of modern war, without unduly modifying the standard Attack vs. Defense factor procedures of the original SPEARHEAD.

As noted earlier, one of the major new developments of modern warfare has been the ATGW. In the 1973 War, the long range and devastating effectiveness of the ATGW had military analysts proclaiming the end of the tank as a viable weapon. Since 1973, however, new developments in defense technology (reactive or combined armor) have transformed the ATGW into merely a mediocre tank killer. After several unhappy playtest experiments involving new modifiers, automatic misses, and other modifications to the SPEARHEAD combat resolution method, we hit upon the idea of developing new Attack and Defense Factors, ATGW and CED. These new combat factors allowed us to retain SPEARHEAD’s simple combat resolution while still reflecting the changing effectiveness of ATGWs as technology progressed.

Stabilization
All modern tank guns are to some degree stabilized for firing on the move. Recently, the M1A2 tank has been lauded as the ultimate development in stabilization technology, a tank that can fire accurately and rapidly while moving up to 60 miles per hour.

The original SPEARHEAD permitted tanks to fire on the move but penalized their fire by placing it in a later turn sequence. The question facing us was therefore whether advances in weapon stabilization meant that moving tanks should be allowed to fire in the stationary fire phase. In answering this question, we looked beyond the individual tank and asked whether the rate of fire and accuracy of tanks in the battalion as a whole would still be adversely affected by movement. An examination of the ‘frictional’ factors, including fire coordination, unit formation, tank commanders’ focus, and smoke/dust, convinced us that any battalion of tanks would have more effective firepower when stationary than when moving, regardless of stabilization.

Having determined that moving vehicles with stabilized weapons would not be allowed to fire as if stationary, the question then became how we would represent the differences in degree of stabilization between the ultra-modern systems of, e.g., the M1A2 and earlier stabilization systems. We found that permitting vehicles to take greater combat movement was both a playable and realistic representation of the improvements in mobility and fire control afforded by their advanced stabilization systems.

Infantry Factors and Ranges
Although modern weapon effectiveness has increased, engagement ranges have not. It is true that the presence of semi and full automatic weapons throughout the world’s armies has now created a common level of theoretical firepower possibly not seen since Napoleonic times. However, these weapons haven’t provided a corresponding increase in range, and it is now generally acknowledge that the bulk of Infantry combat will occur at ranges of 300m or less. Furthermore, the squad or section machine gun and various support weapons (mortars and artillery) have and will still inflict the most casualties.

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Copyright © 2006 John Moher.