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Here the truceless armies yet / Trample, rolled in blood and sweat; / They kill and kill and never die; / And I think that each is I. // None will part us, none undo / The knot that makes one flesh of two, /
Sick with hatred, sick with pain, / Strangling -- When shall we be slain? // When shall I be dead and rid / Of the wrong my father did? / How long, how long, till spade and hearse / Puts to sleep my mother's curse?
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Mar 29, 2012
FF-LoS-Staedtler.xls (30 KB) (Log in or Register to download.)
This is a Line of Sight table that I have adapted from those I've seen elsewhere and similar to one that I have used in other tactical games. I played the FF scenario "Operation Max & Moritz", and I thought this LoS table might supplement the Line of Sight rules in FF and also make determining Line of Sight easier and more practical (understandable) for gamers.

I have 7 elevation levels: Level 0 (zero) is the baseline, levels 1-5 are above this, and level -1 is (1 level) below the baseline elevation level. Each hexagon range number (0-8) has 5 dots within its box for the 'detailed' LoS (upper) table. The middle dot is in bold, and represents the center white dot in the hexes on the mapboard.

You take the location of the 1st ('firing') unit, that of the 2nd unit ('target'), and then plot the relative distance and respective elevation levels on this LoS table. You can plot them with a pencil, or put this table inside a page protector and use erasable pens to plot these points.

Next, you plot any / all potential obstructions in the Line of Sight path between the units. Sometimes these obstruction points (contour lines, natural & man-made terrain, et al) will be in the center of a given hex, and sometimes not. For the latter cases, you can use a high quality Metric ruler, and measure the distance in centimeters, and note this number. You can then find the nearest point within a given hex to the aforementioned LoS obstruction distance by using the centimeter scale at the bottom of the upper LoS table.

If the LoS obstruction distance (relative to the firing unit hex and target unit hex) is a number that is listed on the Centimeter scale, then use that to find the sub-hexagon LoS plotting point. If your distance in cm is not listed here, then round your distance, up or down per usual number rounding protocol, and use the (new) number listed on the Centimeter scale. Find the sub-hexagon dot that corresponds to this number, and plot it on the LoS table.

Finally, draw a straight line between the firing unit (#1) and the target unit (#2), and if any LoS obstructions touch or otherwise intersect this straight line, then the Firing unit may _not_ fire at the Target unit, due to intervening the Obstruction(s) that otherwise prevent proper sighting and firing by (now) either unit.

The bottom (general) Line of Sight table uses only the center white dots of the respective firing, target, and obstruction hexes (again, round to the nearest center white dot of any hexes with LoS obstructions within), and plot these accordingly. Draw a straight line between the Firing unit hex and the Target unit hex, and then plot the relative location of any hexes that contain potential LoS obstructions. As before, any intersection of the latter with the straight LoS line will prevent sighting and firing by either unit within their respective, current hexes.
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