(04-16-2014, 02:43 AM)Cross Wrote: (04-16-2014, 01:44 AM)roman Wrote: Ok. Thanks Cross.
I had read that the density of men in front of the second war was high. Except in Russia where land areas are very large.
In perhaps the Korean War was also used a high density of men. In Vietnam anymore.
Every war has its particular characteristics.
It is my assessment correct?
I have no idea about frontages for the Korean or Vietnam war, but otherwise I'd say your assessment is about correct.
Generally, open terrain allows for larger frontages, where close terrain requires narrower frontages.
Although certain theaters in WWII had high densities of men, battalions in The Great War had even narrower fronts. With many Great War defensive fronts of about 500 - 1000m per battalion, instead of WWIIs 1000 - 2000m.
Cross
Weapons and communications matter. For the conscripts used in WW1, 100 meters was about as far away as they could be expected to hit something. Most formations were "square" back in WW1. 4 squads, 4 platoons, 4 companies, 4 Battalions, 4 Regiments, etc. Normal was 3 up one back, so a platoon had a frontage of 600 meters, a Company 1800. This created communications problems, since very few humans can speak (shout?) loud enough to be heard several hundred meters away over normal battlefield noise. So the 'real' frontage was what a Company commander could make himself be heard over. 2 to 3 hundred meters.
In our little hex world that translates into a 'center' squad, a squad 2 hexes to each side and the Zero squad 2 hexes behind. So the physical frontage is 5 hexes or 250 meters. Everything changes when the formation becomes 'triangle' (3 unit formations). Or when weapons teams are added to the mix. Especially MG's. SP does a poor job of modelling MG's. MG's affect multiple hex zones in the real world, which has no hexes. The 'Z' key comes close, which is why it is there.
Players misuse the 'z' key because they do not understand infantry tactics.
But 'Z' key ignorance is not the topic.