Hex Grid Tactical Map
I recently I changed all of the
campaign maps from square to hex grid.
I decided to do so following a couple of comments from players that they
did not like being restricted to north, south, east or west movement from each
map square. A hex grid map would allow
much more freedom of movement.
Having done so I was also quite
pleased with the hex grid maps. I think
that they look better than the square grid maps.
However I was aware that they did not
provide the main function of the tactical map, which is to show the player
exactly what the wargames table will look like.
Each square on the map is exactly the same as the terrain square on the
wargames table.
To overcome this problem I sent each
player two tactical maps, one with squares and one with hex.
However I have now spotted a major
flaw.
Square Grid Tactical Map
This square grid covers the same area
as the above hex map. If you look at the
French corps top right you will see what I mean. On the
hex map this corps has an empty hex between them and the city of Burgos. On the square map they are in the adjacent
square.
Wargames table at start of battle
Here the problem is even more
obvious. The French corps top right
should in fact be at the edge of the square, placing it a few inches from the
wall of Burgos. They should be a full
24” from the city wall. I have placed
them 12” from the city wall as a compromise.
This is a major problem, because the
whole campaign was designed to provide interesting battles for Jan and I to
wargame. The map was designed from the
table, rather than the opposite which is more usual.
It is important that the wargame opens
with 24” between the two armies. This is
slightly longer than long range artillery fire.
It allows the attacker to deploy out of artillery range, and the
defender to inflict some casualties as the attacker moves to attack.
This is a good example of change for
the best of motives proving not to be for the better.
I will be changing back to square grid
maps at the end of each current campaign phase.
In my blogs, "El rincón de Byron" and "Pas de manoeuvre!" I made a similar progression from hex to point-to-point to square.
ReplyDeleteA posible solution are the Offset Squares system, detailed in some blogs like:
- Bob Cordery's blog (http://wargamingmiscellany.blogspot.com.es/2009/05/operational-level-wargame-design-1-why.html) or
- MsFoy's blog (http://prometheusinaspic.blogspot.com.es/2013/05/the-man-who-killed-pythagoras-and-other.html)
In my own experience in:
http://byroncillo.blogspot.com.es/2015/07/evolution-of-campaign-map-bavaria-1809-i.html
I hope it helps,
Chorch
Hi, thistlebarrow:
ReplyDeleteI think the answer for you question is Offset squares.
You can see it in Robert's Cordery blog or MsFoy's blog.
My own version:
http://pdeman.blogspot.com.es/2015/09/evolution-of-campaign-map-bavaria-1809.html
I hope it helps,
Chorch
HI Chorch
ReplyDeleteThanks for the suggestion and link.
I will check them out and see if I can use them
regards
Paul