Only 6, not 8 directions, hence, the hex concept.


Klink, Oberst
ORIGINAL: Oberst_Klink
So, if you got time Jack... create the Republic of Zangaro map, ja? 2.5km/hex.
Just google it with the reference 'Dogs of War' and Forsyth
Klink, Oberst
ORIGINAL: Curtis Lemay
Look: it's a river hex. We just know that the river is in there somewhere. We know that rivers meander and wander around. What they don't do is follow a hex grid. If I order my force to carry out an operation up a line of river hexes, is that the same as ordering the same operation up a line of open hexes? No defender would be able to derive any benefit from the river? It would be the same as if the river wasn't there? Remember, we don't carry out operations in single file - we are in battle formation.
ORIGINAL: jmlima
No Bob, I'm afraid that is not how it works. You are the revolutionary thinker here. You are the one that has to convince us that in-hex rivers are the wondrous thing you make them out to be. Leonardo had to convince the world, it was not the world that had to show to Leonardo he was wrong.
We are still awaiting to an answer to the original question on this thread.
I leave with the words of another member of that cabal of group-thinking, someone that also thinks hex edge rivers are good and an acceptable abstraction, in fact, this chap seems to think they are as acceptable as in-hex rivers, it's just a matter of graphical and personal preference:
Rivers are not infinitely thin, like some kind of abstract geometric concept. They take up real space. The choice of hex side vs. through-hex is strictly a matter of personal preference, and which set of distortions we wish to live with. There is also the matter of graphic representation. I've yet to see a hex side river graphic that doesn't highlight the hex grid, and there are quite a few gamers out there who really don't want to see "hexes".
It's from a chap called Norm Koger. http://normkoger.com/truth.html
ORIGINAL: Lobster
ORIGINAL: Curtis Lemay
Look: it's a river hex. We just know that the river is in there somewhere. We know that rivers meander and wander around. What they don't do is follow a hex grid. If I order my force to carry out an operation up a line of river hexes, is that the same as ordering the same operation up a line of open hexes? No defender would be able to derive any benefit from the river? It would be the same as if the river wasn't there? Remember, we don't carry out operations in single file - we are in battle formation.
Which side of the river is your battle formation? And why am I in battle formation 100 km behind the front lines? Seems to me column would make more sense. [;)]
I was wondering about roads that follow rivers too. If rivers meander and wander around and so we have to cross the river every hex we enter when moving downriver or upriver then roads must bridge the river in every hex also and all that that implies.
ORIGINAL: Curtis Lemay
ORIGINAL: jmlima
I've yet to see a hex side river graphic that doesn't highlight the hex grid, and there are quite a few gamers out there who really don't want to see "hexes".
Reading that, I've completely missed the part where he says that the number of games using river hexsides "proves" that's the way to do it. So, I think I'll dismiss Norm from the cabal.
ORIGINAL: Lobster
Notice I didn't say cabal. That is somewhat insulting when people simply disagree.
ORIGINAL: Lobster
In hex rivers work ok for tactical games. For operational not as much. Too much 'stuff' has to be made up to explain what is happening. Just pay for rivers when you exit them. There's still going to be a little logic lost but not nearly as much and it will be way more simple. Also eliminating movement costs for moving up and down adjacent river hexes until you leave the river would be nice. Attacking up and down river would probably take what you have already posted earlier. That's all I have.![]()
ORIGINAL: DanNeely
ORIGINAL: Lobster
In hex rivers work ok for tactical games. For operational not as much. Too much 'stuff' has to be made up to explain what is happening. Just pay for rivers when you exit them. There's still going to be a little logic lost but not nearly as much and it will be way more simple. Also eliminating movement costs for moving up and down adjacent river hexes until you leave the river would be nice. Attacking up and down river would probably take what you have already posted earlier. That's all I have.![]()
How would pay on exit work with super rivers, particularly at the combined arms scale where the engineering support isn't organic to most combat units? Currently a minimum level of major ferry support is needed for normal units to enter the hex, and AFAIK the amount of support affects how large the penalty is.
ORIGINAL: DanNeely
With pay on enter the bridging/engineering unit moves first, puts the support in the hex and following units are charged based on its strength. If the bridging units are then moved/killed/forced to retreat/etc it doesn't matter because the movement penalty has already been paid.
ORIGINAL: Lobster
ORIGINAL: DanNeely
ORIGINAL: Lobster
In hex rivers work ok for tactical games. For operational not as much. Too much 'stuff' has to be made up to explain what is happening. Just pay for rivers when you exit them. There's still going to be a little logic lost but not nearly as much and it will be way more simple. Also eliminating movement costs for moving up and down adjacent river hexes until you leave the river would be nice. Attacking up and down river would probably take what you have already posted earlier. That's all I have.![]()
How would pay on exit work with super rivers, particularly at the combined arms scale where the engineering support isn't organic to most combat units? Currently a minimum level of major ferry support is needed for normal units to enter the hex, and AFAIK the amount of support affects how large the penalty is.
What time period are you talking about? Even on the East Front major ferry support was part of some German divisions, most importantly the mobile ones but also some infantry divisions. One Panzer Division even had armored mobile bridge layers.
ORIGINAL: Lobster
If a unit doesn't have the ability to cross a river it stays in the river hex. To move across you move a unit with enough support to enable a unit to leave the hex. I don't see a problem.
ORIGINAL: DanNeely
With pay on enter the bridging/engineering unit moves first, puts the support in the hex and following units are charged based on its strength. If the bridging units are then moved/killed/forced to retreat/etc it doesn't matter because the movement penalty has already been paid.
ORIGINAL: DanNeely
Which brings up another issue. Shouldn't a unit with major/minor ferry that helps others across any river have to pay something for the time it takes to bridge the river over and above any crossing cost?
No. They're next to the hexsides. Not the same as being ON them.ORIGINAL: Fred98
I notice on desert maps that escarpments are on hex sides.
.
.
ORIGINAL: Curtis Lemay
No. They're next to the hexsides. Not the same as being ON them.
Has Sid Meier made a wargame since 1997's Gettysburg? Besides the fact it is twenty years old (and no one has cited a more recent operational wargame which uses in-hex rivers), it is tactical wargame for which in-hex rivers are fine.ORIGINAL: mccartyg
Sid Meier even used in hex rivers.
Realistically, except for rather large unit and geographic scales, the bulk of units are on one side of the river or the other, maybe with patrols or other small detachments on the opposite side.ORIGINAL: mccartyg
Realistically at an operational/strategic level formations will straddle rivers with their line forces on the near side facing the enemy while support is guarded on the river's far side.