Introduction
This post primarily provides observations in favour of battles fought on fields marked by hexagons and other shapes; eg, squares. My experience is with hexagons but similar arguments are likely to apply to demarcation with non-hexagonal shapes - other shapes are available.
A Hexagon |
A symmetrical hexagon has 6 sides of equal length with an included angle of 120 degrees between adjacent sides. Effectively, a symmetrical hexagon is 6 equilateral triangles, each located with a point at one place, which is the centre of the hexagon.
Within a wargamers' lexicon, a hexagon is often referred to as a 'hex'; hence, 'hexes' for multiple hexagons.
Observations
- A hex on a battlefield may be thought of as the bulk of a circle, with some overlap with adjacent circles; hence, hexes provide a neat way to represent the vagaries of battlefield geography.
- Hexes ease measurement of distance for movement and for range for distant-combat (shot); hence, shorter game times and no arguments between players about distance.
- Without demarcation by hexes, some wargamers:
- May be 'stressed' by a feeling that measurement should be precise so as not to cheat either side: the mover from moving too little; and the opponent because the move has been excessive. Similar feelings associated with the precision of ranges for distant-combat weapons can also prevail. (From where I sit on the OCD spectrum, these observations are certainly true for me!)
- May consistently push their luck and measure too far; this can spoil the pleasure of the game for other wargamers.
- Hexes are a better representation of the generality of the battlefield; eg, in reality, a unit is more likely to exert control over a copse than on one corner of it - hexes provide a neat way to visualise Zones of Control (ZOC), which are discussed later.
- Unrealism of precise movement - in practice, the distance moved during a period of time by a unit is likely to vary due to parameters such as: command indecision/ change of mind; poor communication; going that is worse/ better than expected; and the condition of the unit. Use of hexes puts a unit in a fairly precise area without excessive precision - in engineering terms, hexes provide positional a range tolerance.
Hexes and Rules
Facing
Some rules state that at the end of a move, a unit must face an edge and others that a unit must face an angle. Both approaches have their merits.
Consumption of Movement Points
Often, each unit is assigned a quantity of Movement Points (MP) per game turn, to be consumed by movement across the boundary between 2 hexes; eg, movement from one clear hex to another consumes 1MP, whereas movement across a boundary with a hex that represents broken ground consumes 2MP.
Example Zone Of Control |
Some rules define the ZOC of a unit to be the 6 hexes adjacent to the hex occupied by the unit. Some rules state that once a unit enters the ZOC of another unit, then both units can move only in reaction to combat and not voluntarily under the control of its command chain; ie, the wargamer.
Conclusion
There are several benefits to the use of hexes to demarcate battlefields. Primarily, hexes can add realism, speed up game-play and add to the pleasure of the experience.
If you have any thoughts on the matter, then please comment below.
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