Showing posts with label Kallistra. Show all posts
Showing posts with label Kallistra. Show all posts

Friday, 26 June 2020

Last of the Geohex ...

Last week I parted with the last pieces of the Geohex terrain system I still had.

I bought a master set of Geohex somewhere in the mid-nineties, along with a mountain set. It was a major purchase at the time, and we used it extensively. However, I always felt the tiles were a bit too large to be flexible, and were also fragile, made of styrofoam.

Somewhere in mid 00's, I switched to the Kallistra terrain system, which I still use, and which is much more durable.

But anyway, I sold the master set some time ago, but somehow never got rid of the mountains et. I still used the mountain set last february, in my 42mm game at Warcon. But now it is gone as well.

The Geohex era comes to an end!

For old time's sake, here's a picture of the Geohex terrain in action, probably 96 or 97 in the Lonely Mountain gameshop in Leuven - our gaming HQ at that time:



Wednesday, 23 December 2015

Lion Rampant Hexified

Update 25/12/2015: Pictures in this blogpost.

As I have stated various times on this blog before, I am a fan of using hexes for miniature wargaming. Some might say this is not proper wargaming, since you do not use a ruler, but let's not start that discussion here.

When I read a new ruleset, I often wonder whether it can be hexified without losing the flavour and finesse of the original ruleset. The latest ruleset which caught my attention is Lion Rampant, and hence, this post is about how we use hexes in our Lion Rampant games.

The easy and somewhat naïve way of hexifying a ruleset is dividing all distances by 3 or 4. The assumption is that a hex equals 3 or 4 inches, and so, by transforming all measurements in inches to measurements in hex-units, the job is done. However, this is rather simplistic, since distances in wargame rules might mean different things in different situations. E.g. a movement distance usually signifies the total distance moved by figures, while a shooting or charging distance typically indicates the distance between units. The difference is the physical footprint of the unit, as illustrated in the diagram below:
If the footprint of a unit is relatively small compared to the distances involved, this doesn't matter too much. However, when a unit does occupy a significant area in relation to movement and shooting distances, this discrepancy needs to be taken into account.

The reason is that distances are counted slightly differently on a gridded surface. Typically, a unit occupies a single grid-cell (in our case, a grid cell is a hex, but the same applies to square grid cells). Movement distances expressed as a number of hexes are typically counted as the total number of hexes travelled, including the hex the unit occupies in the end. But shooting distances are counted on a grid in the same manner as well. We do not count the distance between the units (as we would do in a continuous system), but we do include the hex the target unit occupies. This subtle difference should be accounted for when hexifying a ruleset - at least when you want to maintain relative ratios between movement and shooting distances.
 When going into close combat, the situation depends whether we resolve melee when units occupy the same hex (count charge distance, including the hex the target unit occupies), or whether units fight when in adjacent hexes (count hexes between units).

Now, does all this matter?

I think it does. Movement distances in a set of wargaming rules are always in relation to shooting distances. I usually make the following exercise: if an attacking unit wants to charge a defending unit equipped with ranged weapons, and if the chargers start just outside the firing range, how many turns would it take for them to reach the target? Or in other words, how many times can the defenders fire before they are engaged in melee?

The most simple example in Lion Rampant is a foot unit that moves 6". Suppose it wants to charge a unit armed with javelins (range 6"), and melee happens is when both units make contact. If you measure correctly, the defending unit should always be able to get a shot before contact is made. It is therefore not possible for the attackers to start outside range, and charge without getting javelins thrown at them. The same applies to larger distances. In Lion Rampant, archers shoot 18". So, a charging unit that moves 6" each turn, will be shot at 3 times before contact is made.

When converting measurements to hexes, the same ratio should apply. Suppose we simply divide all distances by 3, to get our ranges in hexes. A unit moving 6" would be able to move 2 hexes, and the range of a javelin unit would also be 2 hexes. Can the javelins be thrown before contact is made? Two cases are now possible:
  1. Melee is fought when two units are occupying the same hex.
    In this case, both movement and javelin range can be kept at 2 hexes. The defenders can throw their javelins one time before contact is made.
  2. Melee is fought when units occupy adjacent hexes.
    Now, the distances do not add up. If the attackers start 3 hexes away, the defenders cannot hit them. The attackers only need to move two hexes to be adjacent, and thus, melee is possible before the defenders had a chance to fire. The solution is to increase firing ranges by 1 hex. Thus, the firing range for javelins should be 3 hexes - not 2.
The question now is, whether we want to go for option 1 or 2? I use Kallistra hexes, which measure 10 cm across (4"). Lion Rampant has 12 figure units, which fit into one hex. However, trying to cram two units in the same hex is somewhat impossible, so I decided to go for option 2: melee is fought in adjacent hexes. This means firing distance should be increased by 1 hex when converting inches to hex-units.

12 25mm figures, or 6 25mm cavalry do not neatly in a hex, especially not when you want to maintain the feel of a spread-out formation.  Another rule stipulation in Lion Rampant comes to our rescue. There should always be a distance of 3" between units, except for close combat.
This means we let units occupy a single hex and declare the adjacent hexes as a no-go zone for other units (3" distance between units). Thus, figures can spill over the hex boundaries, as long as it is clear what hex they are occupying. There will never be an adjacent unit, unless in melee. This corresponds nicely with our decision to resolve melee between adjacent units.

The only thing we still haven't talked about is the footprint of a unit. Lion Rampant says figures should be within 3"of a central figure. This means a unit can occupy a circle 6"in diameter at most. When translating this to 10cm (4") hexes, this would imply units can occupy multiple hexes. However, I decided against implementing this. Multi-hex units are just too cumbersome. So, a single unit occupies a single hex (4"diameter), and the distance between units is also a single hex (3"in the rules). The combination of both is a nice compromise.

All this suggests we should divide distances by 3 or 4. Movement distances in Lion Rampant are 6, 8, 10 and 12". Dividing by 3 would give us 2, 3 (lumping 8"and 10" together), and 4 hexes. I think these are good distances for a typical table. The alternative would either be reducing infantry to a movement of 1 hex (not enough flexibility), or increasing distances to e.g. 3, 4, 5 and 6 hexes, which is also possible. In the end, it depends on the size your table ...

Summary, Lion Rampant hexified:
  1. A single unit occupies a single hex.
  2. Movement 6", 8", 10", 12" => 2, 3, 3, 4 hexes.
  3. Firing ranges 6", 12", 18" => 3, 5, 7 hexes (note the +1 in hex distance!). Shooting at 6 or 7 hexes is at -1.
  4. Units must maintain 1 hex between at all times, except for melee (and some rare situations during retreats).
  5. Melee happens when units are adjacent.
  6. Leaders give +1 to courage when within 4 hexes of unit.
 Yesterday we had our first playtest. Pictures can be seen in this blogpost.

Wednesday, 29 April 2015

Gridded games

The latest issue of Miniature Wargames with Battlegames (issue 385) has a nice column on gridded miniature games. Various wargamers make extensive use of gridded games. Just one example is the blog Battle Game of the Month. Another is the renowned Wargaming Miscellany. Both have excellent visuals as well.

Now, I have proclaimed my love for gridded miniature wargaming before (on this forums and others), and it remains a mystery to me why not more wargamers are taking up this trend.

AquaZone - our Crisis 2009 game, and a prime example of hex-based rules.
 My thinking on gridded wargaming also has evolved over the years, and I will not delve into an extensive explanation of how and why my thinking evolved (I do a lot of thinking!). But I can state my current opinions about gridded wargaming.
  1. Speed of play. Ranges for both movement and firing are measured in hexes or squares. No fiddling with tape measures. When using a high enough resolution (e.g. Kallistra terrain), spatial resolution on the battlefield is good enough for most types of games. This is the most significant advantage.
  2. Footprint of a unit. Many rulesets have guidelines w.r.t. the basing of troops. When playing on a continuous gaming field, this is understandable, since the base of a unit determines it footprint and its front arc. When using grids, the footprint of a unit is determined by the gridcell, and basing becomes irrelevant. This allows troops based in different manners to be used in the same game without any problems.
  3. Line of sight: A common misconception when using grids is that LOS also has to be aligned with the grid. This stems from boardgames, in which LOS is usually measured hex-centre to hex-centre. But this does not need to be so. E.g. in a skirmish game, LOS can still be influenced by terrain pieces at a finer resolution than an individual hex, and LOS can still be measured figure-to-figure, altough movement and ranges are measured in hexes. It is perfectly acceptable to use sub-gridcell resolution when placing individual figures.
  4. Orientation: In unit-based games (e.g. Horse and Musket period), orientation of units (front, sides, rear) might be of importance. One can imagine that orientation is decoupled from the grid, just as LOS could be, but this poses problems in practice. Best solution is to allow for 8 (squares) or 12 (hexes) degrees of orientation. In case of hexes, this means a unit can face the sides or a corner of a hex, with slightly different definitions of what it means to be in front or in the flank. We have used rules in which half-hexes in the fire-arc can be shot at at half fire-power, to compensate for the fact that fire-arcs might be larger in one orientation scheme or the other.
  5. Terrain alignement. This is something I still struggle with. Human constructions such as buildings, roads etc. tend to be in rectangular grids. When using hexes, a rectangular area such as a field cannot be delineated that easily with walls or hedges. Two solutions: either make all your areas parallellograms, or allow half-hexes to be used. It is more of an esthetic issue than a game-playing issue, but it still irritates me now and then.
    Another terrain alignment problem is the placement of linear obstacles (rivers, obstacles). Do you place them along the grid lines, or across the grid cells? When placed along lines, it makes it easier to place "defending troops" behind the obstacle. When placing inside the cells, actual placement of troops inside the cell matters. In practice, I usually go for what works best with a given ruleset.
Overall, I still like gridded (and in particular hexagons) for playing miniature wargames - although I am less dogmatic as I used to be.


Papierslag - our Crisis 2011 gamae using Kallistra-hexes.

Tuesday, 21 February 2006

Hex-based terrain systems

Over the years, I have experienced with many different terrain systems in my games. I started with chalking rivers and roads on a table surface, gradually adding styrofoam hills. Later on, my brother and I painted our wargames table limegreen (we had some leftover paint from a home-decoration project), and for bigger battles we used the ping-pong table. From that period I also have some 30cmx30cm home-made terrain tiles lying around ... we never got more then 10 tiles ;-)

Then a friend and I bought a Geohex master set. We considered this the ultmate system, but in the end it was considered to be too fragile for easy and fast setup and storage. Then I bought a big green flocked felt mat (back to basics). This was now the perfect system due to ease of setup, and transportable! So I acquired new styrofoam hills that go with the mat. These days, I'm using a Kallistra terrain set (hex-based), and I now consider this the ultimate system, especially because of the many terrain attributes available. All these previous terrain systems are still stored in my house, of course. And I didn't even mention some of the very specialized terrain boards for convention games and the felt mats I have for starship combat, air combat and naval combat. Oh yes, I also have a hex-gridded map made out of brown packing paper for desert games.

Sigh. How many terrain systems do you need for 'generic' games? Right now, I feel that the Kallistra set is the most flexible, but maybe this will change again in a few years? Should I sell or throw out the previous ones? Existential questions ... !

But let me go on a bit and tell you why I think the Kallistra system is the best. It is high-quality material, light and has a good visual appeal. But the main advantage is that it speeds up gameplay because it is inherently hex-gridded; i.e. it superimposes a hex-grid (about 10cm side-to-side) on your playing surface. And this is the best advantage of them all.

I have become a big adept of hex-based games over the past 2 years. Hexes allow for easier movement (no more measurements), range calculations etc., and so in general, significantly speed up a game. I used to think that no serious wargame should use hexes, because we need those 1" accurate movements and ranges. But, movement and ranges in most game systems comes in multiples of 3" or 4" anyway (I checked a few systems to make sure). So, if you would divide your distances by 3" or 4", you get the range expressed in hexes, and nothing is lost. So, for movement and range calculations, hexes are a big win.

What about visibility? Visibility is always a problem in miniature wargames, and is often eye-balled. Traditional hex-based board wargames assume that visibility is 'calculated' from hex-centre to hex-centre, and one is inclined to do the same for a hex-based miniature wargame. That is fine, but not strictly necessary. Visibility can still be determined on a figure by figure basis, even though you compute ranges expressed in hexes. And thus, skirmish-based games such as Western shootouts bacome perfectly possible, with all the expected detail of hiding behind a single tree or bush. And eye-balling the visibility the traditional way is actually faster than drawing a line from hex-centre to hex-centre. And for games involving precise orientation of figures or regiments, this is also perfectly possible within the hex, since the lines of sight are not determined using the hex-grid, only their length is.

Now, the Geohex system also come in hexes, but mich bigger ones, and this is not useful to translate into a gaming system. A Kallistra hex can contain one unit of let's say 10 25mm figures, but a Geohex hex is much bigger than that. So, although Geohex is also hex-gridded, the grid is not very useful for games. Being a computer-graphics person, I can 'visualize' all sort of finer resolution grids on top of the Geohex (e.g. all the centre-points and corner-points of a hex-grid also form a hexgrid at double resolution), but I think that most people will not be able to make those abstractions, such that gaming speed will slow down again.

My main objections against hex-gridded systems has always been twofold: visual appeal and accuracy of gameplay. The first one is solved by Kallistra; the second one is not an issue when using small enough hexes, and being able to move away from the inch-crunching mentality.

HEXES RULE!

Monday, 26 September 2005

Kallistra hex-based terrain

Last week I received my hex-terrain from Kallistra. This terrain system consists of hexes (along the lines of the old Geohex), but smaller, and sturdier. The different hextiles come in groups of 6 connected hexes, they are stackable, and take up a small volume so they can be very easily transported. Also, I ordered some scenic element (hills, mountains) to go with the terrain.

Last weekend we used it for the first time. I transported the terrain to a friend's place, thereby testing the portability of the whole thing, which went pretty smoothly.

The terrain is very well suited for hex-based games such as Memoir44 or Battlecry. Since I'm a big fan of hex-based games these days (they play more quickly, and it doesn't really reduce the resolution of movement and firing ranges), this was one of the reasons I bought the terrain in the first place.

The scale of the hills and mountains might make it a bit unfeasible for 25/28 mm though. It is better suited for 20mm and smaller in my opinion, although your taste in what's visually pleasing might of course be different from mine.

Just to give you a feel of what it looks like, here are some pictures. The first two pictures are from a 6mm SciFi game (a home-made variant based om Memoir44), and the next two are from a 1/300 WW2 game, also played with Memoir44 rules.

The last picture was not part of a game, but shows some 20mm Vietnam figures on the terrain.

SciFi game: View image

SciFi game: View image

WW2 game: View image

WW2 game: View image

Vietnam (20mm): View image