Carrying on a bit late from the first and second part of this articles, I'd like to conclude my musings for the time being. For me, there are three basic things that one can do when, for instance, when playing BattleTech using miniatures on a tabletop with wargame terrain:
1) Change the size of the area fought onArea
2) Field more models
3) Change the range of the weapons.
Using a smaller table is by far the easiest solution that comes to mind. Playing a game on a table top of 2' x 1.5' offers little advantage over using the map boards of the same size. However, making the table larger means that you will probably want to have more models on the table, otherwise four mechs per side tends to look a bit lost.
More Models
BattleTech combat tends to slow down as you add more models. So much so that I wonder whether there is much to be gained from the effort required for the work to set everything up? You need an awful lot of time and patience to play a very large game of BattleTech. So if you want to field more models you would need to streamline the rules to allow a quicker resolution for each turn.
Weapons Range
Altering either the ground or time scale appears to offer some hope.
Changing the time scale will increase the movement distance, but not the weapon ranges. Whereas changing the ground scale increases the weapon ranges, but doesn't alter the time scale.
However, this can lead to problems, as related earlier, with changing the emphasis of the strategy and tactics. It can all lead to the situation where either mechs race around the battlefield unable to hit a target, because they're not in range, or targets can be hit, but it takes so many moves to close that shooting has become far more effective than the original game designers intended.
If it takes ten turns to close on a target, each turn say is only 5 seconds long, then you've effectively doubled the weapon damage, since you are now firing the equivalent of twice per turn.
Conclusions
As can be seen, from examining the the various factors above, the increase of space needed can preclude, for some people, the opportunity of having the ground scale the same as the figure scale, because every hex would translate to four inches. This would mean that a table would have to be 60 inches by 68 inches per hex map board.
This only leaves the time it takes to play a game and the scale time it is supposed to represent.
I think the ideal miniatures game would be one where the actual time to play was equivalent to the time the game turns added up to, where the ground scale were equal to the figure scale, and each model represented one of its kind. However, I wouldn't hold your breath trying to achieve this goal. The last point is one that we are unlikely to be able to resolve, so we will have to live with a compromise.
One out of three hardly seems a good batting average, but I think you have to remember the nature of what we are trying to do.