The Problem With Hexagons
general-staff.com
general-staff.com
For the opposite side of the spectrum, see the excellent game Frozen Synapse which has non-discrete motion and so to allow this "simulate the future" aspect they actually allow you to plan future moves for both yourself and the opponent and test them out. Without that, exact movement loses a certain appeal that is shared by chess and go and hex-based games. There's still pleasure to be had in free-form movement and it should be better explored too. But don't forget why the old ways were great.
Mapping a game such that it's as true to life as possible doesn't necessarily make a fun game.
Great example of this is Napoleon's Triumph: http://www.simmonsgames.com/products/Austerlitz/Map.html
A simple visual example of somebody looking at the diplomacy view of their country in EU4: https://i.imgur.com/hfI8NnM.jpg
I play a lot of tabletop wargames, and the convention there is to measure with a ruler rather than hexes. The intent of the rules, generally, is to model real performance: say a turn represents 15 minutes, and an inch on the tabletop is 25 yards, then a napoleonic battalion (or whatever) should be able to move a distance that reflects how far they could actually march in 15 minutes.
The problem with that level of precision is that you have a degree of control that's totally inaccessible to a real commander. You wind up moving units in fiddly, ahistorical ways in order to take best advantage of the rules.
Most modern wargame rules try to overcome this in various ways, but hexes totally eliminate it: anything subtle enough to happen in an area smaller than a hex gets abstracted away. This isn't just a rules mechanism, it's a philosophical position on how much detail a commander has access to.
Squares and hexes are discretized environments. Again, this brings benefits and drawbacks. The advantage of hexes in this scenario lies in the fact that they often provide a richer medium for quantized movement in games. There is nothing inherently complicated about simulating movement and areas of effect in hex maps, neither for computers nor for humans.
If your game requires straight lines to be modeled perfectly, both hexes and squares provide two "clean" axes for that. Realism is a relative goal in a war game. It's all a set of models in the end.
Moving in straight lines using arbitrary angles is also not something that can realistically happen on battlefields.
Reminded me of the aphorism, "All models are wrong, but some are useful" [0]
They're expensive compared to cheap dice and cheap compared to expensive dice. With high-end board game prices the way they are now, bundling one in is reasonable. Then you can use any map of the right scale.
Measuring gives an opponent information about what you're thinking.
Deciding which one is appropriate would need to be decided on a game-by-game basis.
But if you don't allow premeasuring the game becomes more about who can accurately eyeball distances than who has the best strategic mind. Hexes replace all of that nonsense with a simple counting step that can be done in less than a second.
Are you implyng upper eschelons of command didn’t have to do that themselves historically?
With hexes you have 6 sides and you typically go in 6 directions... huh? Why are we suddenly leaving out the "diagonals?" Well if you did take them we're off by 1.15 and change.
If left the diagonals out of square movement you'd have the same "drunken walk" problem as hexes. If you allowed diagonal movement on hex grids you'd have the same problem as diagonal movement on square grids.
Every hexes vs. squares debate leaves out that most of the pros and cons are totally imaginary and only exist because we artificially restrict our available options on the hex grid or, on the other side of the coin, artificially inflate our options on square grids.
Now that we have PCs and color printers everywhere, I ask: is there any software ("app" for the younger ones) for creating your own maps for wargames? Which one does the HN community recommend?
And I think I found a new use for my 3d printer... infantary!
This article is about a weird, arbitrarily chosen, ultra-pedantic interpretation of the tool, and not at all about its practical use.
Of course you can say "so make facing changes free", but that can be a substantial chunk of the movement strategy, especially if the units are fairly slow. And it definitely won't feel right if your Roman Legions can do doughnuts right outside the city.
The best compromise I've seen is Dream Pod 9's system that allows one free hexside change when you enter a hex. I don't know why more games don't adopt that rule.
Furthermore, hex grids have a neat property that square grids lack: every path is also a wall that blocks other paths from crossing it from one side to the other, and vice versa. This is the property that makes Hex (the board game) work.
Instead of treating each diagonal step as "1", you treat the first diagonal step as 1, the second as 2, the third as 1, the fourth as 2, etc. Averaged out, this makes diagonal movements cost 1.5 steps each, which happens to be attractively close to 1.414.
Either way it now needs to keep track of your last diagonal. What's the rules? is it the second diagonal ever? or the second diagonal in a row? or the second diagonal in that turn? If I go a diagonal and come back the same way, is that now 3? If I have one movement point left, can I use it to traverse a 2 diagonal?
This also means you need to keep state of the last movement and makes things a bit unclear to the user what the next movement point will cost.
You could track the state across turns for slightly more accuracy, though we haven't ever bothered to do that when we use this method in D&D. Even perfectly implemented, it's still just an approximation. But the simplest version works pretty well: "Every diagonal move, regardless of direction or sequence, alternates between costing 1 movement point and 2." And most of the time you're attempting to move in a straight line anyway, so you rarely have to deal with double-backs or non-sequential diagonals.
Yeah.
A philosophy professor I used to know always had as an example of false belief a man who got a PhD in math to meet women.
"It was great for a few years and then around 2012 DARPA, Army, Marines, DoD, et. al., suddenly had no interest in not just wargaming but C4I decision support in general."