From: Thomas Barclay <Thomas.Barclay@s...>
Date: Wed, 22 Mar 2000 13:17:28 -0500
Subject: Elevation/Depression of AFV main arms (and a microarmour comment or two)
As was pointed out, the range of elevation/depression angles for most modern AFVs is a product of the space in the vehicle and the weapon's shape and size (which serves to restrict the amount of elevation or depression possible. Now, if one was using a casement turret (unmanned), one might have more capability in this regard. The crew could occupy the body of the tank (safe and sound behind a hill or wall if a fight erupts). This type of design was proposed in Twilight 2000 for the next generation US MBT. I believe 2300AD had a hovertank with this type of remote turret. But a standard gun-in-turret-with-crew style of tank has limitations based on tank profile (height mostly). It may vary based on weapon type, but since the "size" of a class-n weapon is the same regardless of type, I'd suggest the variance (type-based) not be very great. If you wish to argue that all class-1 weapons in 2185 should have 30 degree elevation and 15 degree depression capability, I won't disagree - this may well be one of the areas tank/weapon design progresses in. AA guns obviously want to be able to go from about 15 degrees depression to nearly 90 degrees elevation. Someone commented about microarmour and dead zones. Whereas it is true that a tank parked on top of a flat hill has a noteable dead zone in front of it, it is also worth noting that as the enemy tanks close, one of two things usually happened: Either the defending tank withdrew from the elevated position (pulled back down the side of the hill to use the hill for cover, or pulled at least onto the retrograde slope to make the enemy tanks climb the hill and briefly expose themselves as they crested the front-slope of the hill) or they would move forward to the front edge of the foreslope so as to be able to engage the closing enemy tanks without a dead zone. Presumably the same smart tactics would apply in DS2. Dead zones exist, but they can be compensated for by a little thinking ahead. Microarmour had about it one interesting flavour: It was a game about two things: armour and spotting. If you didn't get spotted, you were safe. If you did, you were likely to get hit if the range was under 1.5km. If you did get hit, you wanted to be in a Challenger or M1 or Leopard II as these tanks could shrug off many front arc hits from older Soviet tanks. I've never seen anyone play DS2 (other than in passing). Is spotting a big factor in DS2? If it isn't, the game boils down to how long your armour and ECM can hold against enemy systems like GMS, heavy weapons and AT arty.