- One about the mathematics of doing a single 10-damage hit, or doing 10 1-damage hits;
- One about mechanics for using hidden troops on the table;
- One about further limitations of grids, and more specifically, hexagonal grids, which is inspired by an image in Phil Sabin's book "Simulating War", and which is shown below. Can you spot the problem?
A blog about various mechanics and procedures in miniature (and board) wargaming. See the "Table of Contents" for an overview of all posts so far, grouped by theme.
Wednesday, November 21, 2018
It's been a while ...
It has been a while since I posted something new on this blog. But there's good news, I have 3 posts in the making:
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You might have to enlighten me. Grid systems do have built in problematics of topography. Hex grids are the closest you can get to a circular 'range' unless we are prepared to accept some form of subdivision and rounding (which seems to work best with squares. If we are looking to spherical playing surfaces, as anyone discovered a solid comprising more triangular faces than an icosahedron?
ReplyDeleteGoing 'with the grain' takes you to the 'points' of a greater hexagon; 'against the grain' to the centre of the edges. Can't really be helped.
The distance measured from England to Berlin is the same in counted hexes, whether you take the long route over Denmark or the most straight route over Germany. It might not matter when final distance travelled is the only things that’s important, but if the route is important (e.g. avoiding flak), it does matter quite a lot. When used in a wargame, it might even lead the German player to think that flak in Germany is not a viable strategy (all planes will fly over Denmark)- although in real life it was a very important strategy (planes in real life will fly in a straight line to save fuel etc.)!
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