tag:blogger.com,1999:blog-5737853305204847838.post975456567051700328..comments2023-11-20T05:27:02.037+00:00Comments on GrogNews: GameTalk - Area / Square / Hex / Point-to-PointBranthttp://www.blogger.com/profile/07482746543829626805noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-5737853305204847838.post-12980038568564651322012-11-12T21:22:28.585+00:002012-11-12T21:22:28.585+00:00Witness the wisdom of...the Order of the Stick!
h...Witness the wisdom of...the Order of the Stick!<br /><br />http://www.giantitp.com/comics/oots0175.htmlJack Nastyfacehttps://www.blogger.com/profile/01873394741209057608noreply@blogger.comtag:blogger.com,1999:blog-5737853305204847838.post-11024318506434018532012-11-09T19:36:20.017+00:002012-11-09T19:36:20.017+00:00Ooooh goodie, a wargame mechanics question... to w...Ooooh goodie, a wargame mechanics question... to which I say, as always, "it depends".<br /><br />I like areas because you can make them large or small to reflect difficulty of terrain, same with point to point movement. <br /><br />Hexes and squares (whether orthogonal or staggered, which is just like hexes) are more problematic because you are imposing a regular grid on top of an irregular landscape, and things like different movement points to enter such regular areas still impose distortions on the way things actually are. <br /><br />But they are better for tactical games where you need to count off ranges for weapons and the like, so areas or P2P woudl make sense for a strategic or operational game that doesn't involve actual ranged combat.<br /><br />Briannoreply@blogger.com