A Note on Scales
Introduction
The purpose of this post is to provide some brief words on 4 different scales that wargames rules should address. The intention is to provide background information to be referenced by future posts. Version 2 of Chain Of Command (COC2) is referenced to illustrate the scales. The scales are addressed alphabetically, below.
Ground Scale
Ground scale is also used to derive the range of weapons (eg, arrows, muskets and machine guns) used in distant combat.
Model Scale
For World War 2 (WW2), this is approximately consistent with the mean height of soldiers. At 1:100, 15mm represents 1.5 metres = 4' 11". This Wikipedia article includes the comment 'an average height of 1.65 to 1.70 meters was aimed for' by the German army early in WW2. Those extra couple of mm of model, from eye to top of head, make up the difference. Compared with heights of Europeans today, the mean height of a soldier in WW2 was short; heights of 5'6" to 5'8" are quoted in several places in t'interwebrary.
Organisation Scale
Some HTW rules are intended for actions between very large forces; for example, many rules for the English Civil War/ British Civil Wars have an organisational scale of 1:20 so a company of nominally 100 men, typically commanded by a captain, would be represented by 5 infantry figures.
COC2 is a skirmish level game. The core of each force is a platoon, typically of 30 to 40 men; hence, the organisational scale is 1:1 - one model represents one real person/ vehicle.
Time Scale
As previously noted, time scale works in conjunction with ground scale and speed to derive distances that models may be moved. In common with some other 'modern' rules for HTW, COC2 has a variable time scale. Based on a mean move distance of 7" for infantry moving at Normal speed (roll 2d6), and assuming the guys are jogging over a relatively short distance at circa 6 miles per hour, the duration of a Phase in COC2 is in the order of 8 seconds.
In addition to the distance moved, the time scale influences the amount of metal that can be fired (distant combat) or thrust (close combat) at a target each Phase of the game; hence, the potential amount of damage that can be caused.
Correction
This article was originally posted on 17Dec25 with the erroneous value of 24 seconds for an indicative duration of a Phase of COC. The correction to circa 8 seconds was made on 18Dec25.