Map Reading Guide

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Despite being based on Battle Tech universe, and relying heavy on technological warfare, the spatial awareness nonetheless still plays a major role in the overall game.

The space of the battle theater is, by tradition, represented by a map. Various levels of combat are conducted on maps of different scale. Everything that happens during an battle is contained within the map. Moreover, units are not allowed to leave the battle theater usually even smaller than the defined map. So, it is customary that each and every unit can only have a position within a map, over the course of the battle.

Calling the Grid

MWLL uses a map system that divides all maps into grids of eight rows and eight columns.

/TODO/ map image from the game

Each row has a letter assigned to it ranging from A to H and a call sign:
A - Alpha
B - Bravo
C - Charlie
D - Delta
E - Echo
F - Foxtrot
G - Gull or Golf
H - Hotel

And each column has a number assigned to it ranging from 1 to 8.
This, in effect makes each and every box of the map's mesh have an unique identifier we call the grid.

Contact at Echo Five!

General Directions

Sometimes in the height of a raging battle, it demands too much attention to discern the exact grid for a threat to be communicated. In that particular case, and dire emergency, it is tolerable to use General directions.

They are following:
North - "upwards" on the map
South - "downwards" on the map
West - left hand side on the map
East - right hand side of the map

It is generally frowned upon to use any besides the general directions and calling the grid is preferred to be used instead.

Enemy incoming to north base

is quite tolerable and common place, while:

Attackers incoming form south-south-west

Will result in requesting the grid or condemning the report as "useless"

Call the grid and get the hell out of there!

Heading

Seasoned scouts might be able to spot, and report, an enemy that is far outside their radar. Thus they can't determine the exact location, but still they will be able to rely the info by calling the heading

/TODO/ the two HUD heading indicators

2 contacts 224 degree 1200meters out!

To derive the info, a lance leader has to find the reporting unit's location (grid), and project the heading on the unit's mark - the reported distance is where the contacts are.

Being a much more advanced report, the info is usually addressed to more seasoned players.

Keys

Can it be any harder than it is already? Yes it can, this is Battle Tech - we don't shy away from any more advanced skill or technique.
To rely even more detailed info of the battle filed, seasoned players resort to even finer theater subdivision. Each Grid is divided into further nine sections called "key". Each segment is assigned a unique number from 1 to 9 in the order they appear on a standard pocket calculator keyboard:

[7][8][9]
[4][5][6]
[1][2][3]

Daishi Delta five key eight!

Means an enemy unit looking like an Daishi is spotted in the D5 grid in the middle of the top 9th of the rectangle.

C3

The next, more accurate map relying information is having an C3 capable unit on the battle filed. To maximize the effect of the unit it is useful to announce it to the team

C3 online!

Means that any of the long ranged assets should be aware of the unit's data, or request scouting of an particular area of the map.
It is worth noting, that only units within the range of their active radars will benefit any of the C3 unit's active radar.

C3 unit, Charlie four has artillery spotted, please rely!

This is a request to position so the C3 unit can rely the enemies artillery location to the calling unit - to possibly encircle both units with it's radar blob.