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"Alternative to Hex or Squares?" Topic


13 Posts

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King Cobra24 Feb 2008 2:40 p.m. PST

Has anyone used other geometric shapes on a mat to determine direction and range?

Personal logo Doms Decals Sponsoring Member of TMP24 Feb 2008 2:52 p.m. PST

Well, as they're the only ones that readily tesselate (unless you fancy triangles) I guess not….

Bob the Temple Builder24 Feb 2008 4:18 p.m. PST

I know of one person who uses offset squares, which a quick and easy to draw but have some of the advantages of hexes.

mandt224 Feb 2008 5:35 p.m. PST

If it's aerial combat you're intersted in, check out Wings of War.

Binhan Lin24 Feb 2008 9:32 p.m. PST

Offset squares are basically hexes. Each square connects to 6 other squares. So basically they are hexes. Much easier to draw though.

Triangles are basically 1/6 of a hex so you end up with hexes as well.

-Binhan

John Ans25 Feb 2008 5:47 a.m. PST

As mandt2 said, Wings of War uses the plane bases and movement cards as templates for movement. You don't therefore need any geometric shapes on your mat.

RockyRusso25 Feb 2008 11:29 a.m. PST

Hi

Wheeled trollies with a mark on the rear wheel measuring distance moved.

R

Ditto Tango 2 126 Feb 2008 8:10 a.m. PST

I know of one person who uses offset squares, which a quick and easy to draw but have some of the advantages of hexes.

I used this method for my database campaign manger. However, there was some discussion on here about how off set squares actually were slightly different from hexes – I just googled and googled and can't find it. When I ran my square selection algorithims for selecting an area of x radius from a central squre, the resulting "circle" did look a little lopsided.

jimborex26 Feb 2008 9:58 p.m. PST

yeah, with offset squares, the "squares" need to be slightly rectangular to obtain equal distance between the centers of the squares. I have figured it out before, and if I recall correctly the ratio is about 1 by 1.1 units (that is, 10 inches by 11, for example). Actually, though, the real measurement is hexes, not distance, so it really doesn't matter.

King Cobra27 Feb 2008 3:10 p.m. PST

Squares give you equal distance movement spacing with a 45º minimum heading change.
Hexes give you equal distance movement spacing with a 60º minimum heading change.
Triangles give you equal distance movement spacing with a 120º minimum heading change.
Would equal distance movement spacing with a 30º minimum heading change be preferable?

jimborex13 Mar 2008 7:01 p.m. PST

I have a buddy who does 12 direction movement on hexes. He counts the centers and the vertices as eligible positions for ships (his is a naval game). There are 12 possible directions, therefore, with 30 degree heading changes.

Now, you still have to draw hexes…

jimborex13 Mar 2008 7:05 p.m. PST

The square grid isn't quite as good as the hex because it distorts distance. A diagonal move to a new square is about 1.4 times as long as a straight move. A ship can move northwest 4 spaces, then northeast 4 spaces, and arrive due north 8 spaces. The ship that heads due north arrives at the same location at the same time.

Pyruse14 Mar 2008 10:31 a.m. PST

If you count a diagonal move as 1.5 squares, the distortion is actually a bit less than that with a hex grid.

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