It's an old skool
RPG in terms of battles. Combats are quickish and brutal so wondering if you're flanking to get a +2% bonus isn't that worry some. Hence the abstracted rules for surprise et cetera.
However you can with 1 grid is 5 meters (still makes even bolters insanely ranged) but it's not like the tactical minatures game that is kickinthedoor games
dnd. The idea is that combat is what you do so it should be relatively straightforward enough.
I would recommend you use
Wrecan (from
http://community.wizards.com)'s method of SARN-FU.
I have re-written it for Deathwatch but have yet to actually utilise it in game.
SARN-FU is an acronym for the system developed by Wrecan (D&D 4E dude) to translate 4e D&D into narrative mapless playing. I am going to try it for Deathwatch since the game is a throwback to 2nd ed D&D as well as previous WFRP editions and other ‘narrative’ or ‘storytelling’
RPGs.
Rather than measuring the distance between any two objects or creatures in squares, measure that distance narratively, with the following "Positional Relationships" (PRs):
Squeezed,
Adjacent,
Reachable,
Near,
Far, and
Unreachable. (SARN-FU!)
The relationship between any two creatures can be described in these terms. Here's what each of those terms means. The numbers in (brackets) give a rough equivalence to the distance in Meters. (A meter being defined as the square root of the length of the god emperors emperor-hood. :twisted
Squeezed (<5) means the two characters share the same space or are on top of each other. Characters grappling each other for example.
Adjacent (~5) means the two characters are within arm's length of one another. Adjacent characters can attack one another with melee attacks.
Reachable (~5-50) means the character is close, but just beyond melee reach – about 10 meters or so. A reachable character can be attacked in melee by large creatures or creatures that have long melee weapons (Tyranid lash whips, Dark Eldar Agonisers etc) and is probably in charge or grenade range.
Near (50-150m) means the character is close enough for most CQB/ranged combat, but is too far away for melee combat.
Far (150-400m) means the character is so far away that ranged attacks probably incur a penalty for being beyond the character's close range attacks.
Unreachable (400m+) means the character may possibly be seen, but probably not attacked, except with special circumstances or with exceptionally long ranged or accurate weapons.