Re: [SoloWarGame] Solo wargames campaign map - node, hex, grid
I have found that hexes are good for strategic and operational level sims.
Whereas squares can be used just as well for tactical level games. Offset
squares work the same way as hexes. The trick is to make the size of the
hexes, squares, etc. proportional to the size of the miniatures and era in
which you are gaming. There are any number of schemes to simulate fog of
war using any system of movement regulation.
On Sun, Nov 18, 2012 at 4:21 AM, sseifert75
> **[Non-text portions of this message have been removed]
> Hi all
> I am planning a solo campaign using 6mm figures in the lace wars in turn
> of the century 1700 Poland.
> Thinking about how to track the campaign on a map (yes i do prefer having
> a map), i am wondering what experiences people have using the different
> systems out there.
> Seems to me there are a few basic systems:
> the Node system based on the DBA(i think) system, where the map is divided
> into different nodes and armies move between these.
> there are also the area/province based systems that are a bit too abstract
> for me. I do like maneuvering a little bit.
> Then there are the hex based systems, where armies obviously moved through
> hexes, allowing for more realistic maneuvering of the troops.
> Obviously there are many more systems, the real map based systems and
> other systems like Berthier that give you also fog of war for the campaigns.
> Does anyone have exerience in using the cyberbox for Solo campaigning?
> I have little experience in this so would love to hear people's opinion
> about it.
> What system have you used and what is your experience of it?