I understand about TMI. But in the spirit of offering constructive suggestions, here’s some more input. I think your Fire chart (I call it that because Combat implies a single die roll to resolve both sides’ impacts) would be much clearer with 3 small adjustments:
A. Add the Hits number on the left (only) and keep the print reading normally, 0°, rather than turned sideways, 90° (as in your example). The caption HITS could read normally, 0°, but Vertical Caps if you think that looks better.
B. Show the range* of Combat Values (CV) not just upper end of the range. You can see what I mean in my 2nd example that follows.
C. Show the dice roll across the top instead. When a gamer approaches the chart he knows his CV and the next thing he looks for is the die roll… which is counter-intuitive to be placed at the bottom. I realize you want them to then read up to the number no higher than their CV… then count back down to see how many boxes = number of hits. Seems like a lot of down, up, down… when a cross-index & the ranges would make it easier and faster.
I hesitate to bring up the next one. If it were me, I would reverse the order so the 0 hits would be the first row and 6 hits at the bottom row. Then the shifts down and up, which would just need to be reversed.
I realize that the playtest group has been doing it this way for some time but they are the “in crowd” and are no longer approaching it “cold” like a blind tester. You will soon have hundreds (thousands?!) looking at this Grid without someone to verbally explain it to them. And you know that some people don't read very well.**
Here’s how most wargamers are used to “doing it" since Avalon Hill’s Tactics II, find die roll down the 1st column & cross-index over to the specific odds or your CV:
Note the fine print line of instructions takes just 21 words instead of the 68 in the rules just for the grids' part of the procedure. Even if you don’t use my suggestions, I think it’s may be helpful to see how it could be reconstructed to meet expectations without having some new buyer tripping over unusual aspects.
I think your game has lots of potential and I want to maximize player adoption rather than have too many reject it over awkward bits.
*I think that ranges are so much simpler than your explanation (my emphasis in italic) where my mind starts to go “push back”. I may be an “average” gamer (used to judge Tractics with stats from memory) but then think about the people on the rest of the bell curve!
the number of yellow boxes that show a value equal to, or lower than
, his total combat value.
Incidentally, I keep look at the combat explanation and then reading the examples and get tripped up on verifying the number without the ranges.
**You know those people, who ask "I rolled a 2, what happened?"