by Joe Sylvester
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Perhaps the most critical skill battlefield commanders learn is how to read a map. The commander and staff use the map to figure out where they are, assess the battlefield situation, and plot their deviant behavior. At lower echelons, a crucial part of reading the map includes an understanding of the 'Line of Sight' (hereafter referred to as LOS). A commander must use LOS to make such decisions as which hilltops are key terrain, which avenues of approach will hide the unit from enemy sight, and where to post forward observers. The contour map is ideally suited for these purposes. Unfortunately, the average wargamer does not receive formal training in reading a contour map. Here is a crash course.
Most wargamers can draw a contour picture given the piece of terrain but reading a map requires the gamer to conceptualize that terrain given the picture. Conceptualizing is easy when one recognizes the patterns that contours take on. The simplest pattern to understand is the spacing between lines. As contour lines get closer, the slope gets steeper. The hill mass in figure I shows this as well. As a limit, contour lines on top of each other represent a vertical dropa cliff. Alternatively, lines that are very far apart would represent a plain. It is rare, however, that contours will be the same distance apart and the slope constant. To arrive at the correct picture, just put the different slopes together. If the contours are far apart at the higher elevation and closer at the lower elevation, the shape is convex. If the contours are close at the higher elevation and far apart at the lower elevation, the shape is concave. An example of concavity would be the left side of figure 1, while convexity would be on the right. By piecing the slopes together like this, one can picture any undulation of the land (see figure 2).
Wargame commanders have yet another hurdle in reading a map than their real life counterparts. In real life, the commander finds out for better or for worse when the action starts while wargamers must agree on the lay of the land to determine LOS. Players rarely dispute LOS when both endpoints are at the same level. Either the obstacle is there or it isn't. Problems most often arise when one of the endpoints may be in a blind spot created by an obstacle or the changing slope of the land. Blind spots occur when the slope close to the lower endpoint is steep relative to the slope close to the higher endpoint. Fig. I provides an excellent example of the slope concept. A unit at the foot of the hill on the left side would be in a blind spot since the hill gets very steep there when compared to a unit at the top of the hill. Obstacles such as trees and buildings have a vertical slope on the opposite side and will often provide a blind spot. As fig. 4 illustrates, the closer the potential obstacle is to the lower point and the higher it rises above the lower point the more likely the chance that the unit is in a blind spot.
Of course human perception is a creative thing and even two players with an excellent grasp of map reading will sometimes disagree about the existence of a LOS. Therefore, games that include the use of LOS must have some rule to resolve disputes. The third edition of the TCS rules will settle the problem by comparing the relative slopes between firer-obstacle and firer-target with the person claiming no LOS choosing the hex that he thinks blocks the LOS. Players who can visualize the terrain will have a distinct advantage over their opponents. They will be less likely to waste shots or run into those surprise LOSs that can ruin an operation. For those just learning to read a contour map, it may be helpful to try drawing some LOSs using the ideas in this article. Use a contour map to find some sample LOSs and draw the cross-sections of them. If you have time before a game, this is a great way to plan a defense and see what you can and can't cover. After a while, the pictures will no longer be necessary and by just looking at the map you will be able to see the shape of the terrain. Back to Table of Contents -- Operations #10 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 1993 by The Gamers. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |