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Marking the corners of squars/zones with bits of terrain can also work well if you don't like the look of a formal grid. I think the main thing with grids is to avoid the boardgame syndrome of making it too fiddly – a big coarse grid is what you need, with multiple units in each zone. If you go down the 'one thing per hex' route it just takes to set up (in non-naval/air situations). Something like Peter Pigs 'Square Bashing'. |
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©1994-2010 Bill Armintrout
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| VOTING RESULTS | |||
| Answer | Votes | % | Chart |
yes | 71 | 47% | |
|---|---|---|---|
no | 59 | 39% | |
already use hex-gridded terrain | 21 | 14% | |
not a gamer | 0 | 0% | |
| POLL IS CLOSED |
| POLL DESCRIPTION | |
Writing in Charge! issue 12, Dale Bley reports his successful conversion of Johnny Reb to using hex-gridded terrain: No more "Fun with Numbers" phase, blinding myself to see if a unit has moved 6" or 6¼". No fat bellies hanging over the table edge trying to move a unit but instead creating the famous Terrain Adjustment Phase. No need to measure at all, it's all in hexes. We tested a scenario by playing it twice in one day. The first time we used inches measurements as written, the second game was with the hex conversion. The hex conversion game took 1.2 hours less to play. I'm sure it was time saved not having to measure or "discuss" if a unit was close enough or moved too far. To improve game play, would you consider trying gridded terrain? |