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The Problem With Hexagons

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11–20 of 34 posts

Re: The Problem With Hexagons

#11
For games that simulate a particular conflict, irregular polygons are a better option than hexes or squares. They still have the benefits of discrete movement, but allow for baking terrain related factors directly into the map, instead of having a separate table.

Great example of this is Napoleon's Triumph: http://www.simmonsgames.com/products/Austerlitz/Map.html

Re: The Problem With Hexagons

#12
I remember when I was a kid and tried to draw my own map. By hand, of course, as printers have barely been invented and having a PC in your house was a thing for few 100s families in the world.

Now that we have PCs and color printers everywhere, I ask: is there any software ("app" for the younger ones) for creating your own maps for wargames? Which one does the HN community recommend?

And I think I found a new use for my 3d printer... infantary!

Re: The Problem With Hexagons

#13
post #10
post #8

There's this great thing called a flexible curve ruler. Assign each unit a movement speed in centimeters of map per turn, apply penalties and bonuses, and measure out the path that you want them to take. They're expensive compared to cheap dice and cheap compared to expensive dice. With high-end board game prices the way they are now, bundling one in is reasonable. Then you can use any map of the right scale.

But hexes are good enough and they're easy and cheap. :)

That's what was said of squares until hexes came along.

Re: The Problem With Hexagons

#14
The "drunken hexagon walk" doesn't really seem like a big deal to me. In the real world, terrain will prevent you from moving in a straight line in many cases. Just like any type of 2D map projection, hexes distort the world to some degree, but it's a lot less than square grids.

Re: The Problem With Hexagons

#15
post #8

There's this great thing called a flexible curve ruler. Assign each unit a movement speed in centimeters of map per turn, apply penalties and bonuses, and measure out the path that you want them to take. They're expensive compared to cheap dice and cheap compared to expensive dice. With high-end board game prices the way they are now, bundling one in is reasonable. Then you can use any map of the right scale.

Hexes have the advantage of being able to eyeball the situation when making a decision.

Measuring gives an opponent information about what you're thinking.

Deciding which one is appropriate would need to be decided on a game-by-game basis.

Re: The Problem With Hexagons

#16
Oh...i've got a copy of that battle for Ghettysburg map. I ended up taking all my dad's DnD books and maps and things. That's one of them. I remember playing around with it as a kid trying to figure out how I could use it as a DnD map. My dad explained it was from a war game. There's so many different random maps and papers and books in those boxes but as soon as I seen that I recognized it immediately. Cool.

Re: The Problem With Hexagons

#17

The "drunken hexagon walk" doesn't really seem like a big deal to me. In the real world, terrain will prevent you from moving in a straight line in many cases. Just like any type of 2D map projection, hexes distort the world to some degree, but it's a lot less than square grids.

I don't think of traversing a hex path as following the "drunken" trajectories shown in the article. The hexes are just a guide to estimate distance; the trajectory "actually followed" is simply a line from A to B.

This article is about a weird, arbitrarily chosen, ultra-pedantic interpretation of the tool, and not at all about its practical use.

Re: The Problem With Hexagons

#18
"One of the main reasons that I got a doctorate in computer science was because I was constantly being told by professionals in the wargaming community that with a PhD I would be a PI (Principal Investigator) and have more funding than I would know what to do with.

Yeah.

A philosophy professor I used to know always had as an example of false belief a man who got a PhD in math to meet women.

"It was great for a few years and then around 2012 DARPA, Army, Marines, DoD, et. al., suddenly had no interest in not just wargaming but C4I decision support in general."

Re: The Problem With Hexagons

#19
post #3

There's a huge upside the article misses. Having discrete movement allows the rules to be easily and exactly mentally simulated by humans. And that is key to a lot of tactical thought where you enumerate the possible responses and counter responses you and your opponent can have. For the opposite side of the spectrum, see the excellent game Frozen Synapse which has non-discrete motion and so to allow this "simulate t…

I agree. I used to play a game called "Full Metal Planet", which was hexagon based. It didn't resemble real military tactics in any way. But it was fun, addicting, and you could do it all in your head...no need to consult the manual, take notes, etc.

Mapping a game such that it's as true to life as possible doesn't necessarily make a fun game.

Re: The Problem With Hexagons

#20
post #15
post #8

There's this great thing called a flexible curve ruler. Assign each unit a movement speed in centimeters of map per turn, apply penalties and bonuses, and measure out the path that you want them to take. They're expensive compared to cheap dice and cheap compared to expensive dice. With high-end board game prices the way they are now, bundling one in is reasonable. Then you can use any map of the right scale.

Hexes have the advantage of being able to eyeball the situation when making a decision. Measuring gives an opponent information about what you're thinking. Deciding which one is appropriate would need to be decided on a game-by-game basis.

The other downside of measuring is that it can be SLOW. Especially if the distances are close and you're having to precisely measure. Even worse if you allow premeasuring and people start checking all of the angles before deciding on a course of action.

But if you don't allow premeasuring the game becomes more about who can accurately eyeball distances than who has the best strategic mind. Hexes replace all of that nonsense with a simple counting step that can be done in less than a second.

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