When writing stuff I always imagine the hexes to be 100 meters, so a MG is 300 meters, short by modern standards but as they are firing exceptionally heavy bullets and cramming them into them (as a shot from a MG in this example is a good long burst of MG fire) it kinda makes sense they'd use a powerful but short ranged round.
This would give a Gauss rifle and other long ranged weapons a range similar to what our tanks can do nowdays.
100m hexes & 30s turns essentially preserves all of the unit speeds, and are nice round numbers. And you could quickly convert those to
3s turns & 10m hexes for "dueling rules" situations.
Think there is one other issue with BT ranges, a "hit" in BT really means "a hit...
that does damage". Note that you have to hold energy weapons & burst-firing ACs & MGs exactly on target for a protracted period of time to "work through" advanced BM armor.
Much like
Transformers or Terminators, BMs can wade through a lot of punishment which does
no real noteworthy damage. Not good for the paint job, but I think the BT rules imply numerous glancing blows, showers of sparks from ricocheting rounds, clouds of vaporized paint spewing from red-hot-but-not-yet-melted armor,
etc.
(All of those land somewhere, think there's a "fog of war" optional rule for that.)A "hit" in the game is really a "
damaging hit". Recall the -4 bonus for stationary targets... firing at WWII era tanks slowly moving in predictable patterns would incur a -4/-3 bonus... firing at "real life modern" tanks moving more rapidly & turning more often would occur at -3/-2 or something like that. Moreover, such "thousand year old armor" (in game terms) would plausibly be much easier to penetrate, so incurring an additional "to-'hit'" bonus modifier. Combine that with "extreme range" brackets (+6/+8/+10 and so on) and one can visualize perfectly plausible "time travelling BM
vs. today's tank" scenarios like you may be imagining.