tag:blogger.com,1999:blog-4472889370304077924.post1348960009449454635..comments2024-03-27T07:02:30.838+00:00Comments on A Wargaming Odyssey: Hexing the Square….David Crookhttp://www.blogger.com/profile/02497436789811496047noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-4472889370304077924.post-6655061011791987052022-08-26T15:26:51.525+01:002022-08-26T15:26:51.525+01:00Hi Phil,
You are absolutely right about mixing gr...Hi Phil,<br /><br />You are absolutely right about mixing gridded and non-gridded mechanisms in the same rules. As I recall the board game Ironclads by Yaquinto did this for firing arcs. I have no problem with this per se but within the context of my rules I am deliberately keeping things ‘on the grid’ so to speak in order to preserve the ‘flavour of the original rules these were based upon (at least one of the sets in any event). I would probably be more inclined to try that if the ships occupied a single hex but as they cover two and being centrally located is a key requirement of facing etc, it makes sense to use the grid.<br /><br />Thank you for your thoughts Phil - much appreciated.<br /><br />All the best,<br /><br />DCDavid Crookhttps://www.blogger.com/profile/02497436789811496047noreply@blogger.comtag:blogger.com,1999:blog-4472889370304077924.post-63880492892769036672022-08-26T10:20:20.884+01:002022-08-26T10:20:20.884+01:00I have posted quite some thoughts on using various...I have posted quite some thoughts on using various grids on my "Wargaming Mechanics" blog, see e.g. http://wargaming-mechanics.blogspot.com/p/table-of-contents.html<br /><br />But there's no reason why you can't mix gridded and non-gridded mechanisms. Many gamers assume that once you use hexes or squares, everything has to be in hexes or squares, whether it's counting movement, counting ranges, fire arcs, etc. But I've played (skirmish) games in which movement and ranges are counted using the grid, and line of sight and facing/orientation is still determined by individual figures and terrain pieces.<br /><br />Similarly, in a naval game, you could adjudicate movement by a grid, but exact orientation of the ship in the grid can still be continuous with the 90 or 45 or 60 degree tolerance (and hence orientation and firing arcs of weaponry as well).<br /><br />I'm not saying this would work in your rules, and lots of it is a matter of taste and style as well, but not trying to squeeze everything into the grid framework can sometimes help, also in finding better alternative procedures. Phil Dutréhttps://www.blogger.com/profile/13607941040736764291noreply@blogger.comtag:blogger.com,1999:blog-4472889370304077924.post-45701784103623098842022-08-25T15:53:36.436+01:002022-08-25T15:53:36.436+01:00Hi Bob,
For sure the rules can work with both hex...Hi Bob,<br /><br />For sure the rules can work with both hexes and squares but where the problems arise are with non broadside based weaponry - of which the ACW period had plenty! I suppose the land analogy of linear warfare working best on squares and more modern and fluid warfare using hexes could readily be translated into naval terms. The cloth does look good although I can see myself investing in a larger one in due course.<br /><br />As soon as I put the models on the cloth (and yes, it does look rather nice!) I knew reverting to hexes was the way to go.<br /><br />All the best,<br /><br />DCDavid Crookhttps://www.blogger.com/profile/02497436789811496047noreply@blogger.comtag:blogger.com,1999:blog-4472889370304077924.post-5672938905550446712022-08-25T15:38:33.431+01:002022-08-25T15:38:33.431+01:00David,
The new cloth looks great … and I can appr...David,<br /><br />The new cloth looks great … and I can appreciate the rethinking you are doing with regard to your naval rules. I can see benefit for both squares and hexes, and both require compromises … but if you can produce a set of rules that work with both, you would have done very well indeed!<br /><br />All the best,<br /><br />BobRobert (Bob) Corderyhttps://www.blogger.com/profile/13109130990434792266noreply@blogger.com