Sometime ago I made a gaming board out of card as an experiment where good going was a large area and bad going small areas. So if a figure could move say five areas a turn he would get much further in a turn if he went through good going areas. Not eloquently expressed but you know what I mean!
Anyway I was browsing here yesterday-
and saw a similar idea done with hexes, a lot more elegantly than mine. Here’s a picture of it-
A very interesting concept, lovely figures too!! A nice find, enjoyed it.
ReplyDeleteI find the board most intriguing and might work for Portable Wargame type games. I need to have a think...
ReplyDeleteIt does make a lot of sense, smaller hexes in difficult terrain, larger in easy areas. Thanks for the idea Alan!
ReplyDeleteThis would also work for Scouting Wide Games variable rate movement over different types of terrain.
ReplyDeleteSee also irregular spaces Phil Barker Know The Game series: Wargaming (1970s?)
ReplyDeletehttps://manoftinblog.wordpress.com/2019/12/18/man-of-tin-blogvent-calendar-day-18-irregular-spaces/
Isn't this the same mechanic as all these "area movement" wargames, using small and big areas? Such an approach of course only works if you never have to count for e.g. firing ranges, because the irregularity of the shapes makes a line-of-sight procedure over multiple areas very cumbersome.
ReplyDeleteBut using the hex and hex-groupings approach could make this work: you have the advantage of smaller and bigger areas, but you can still use the individual hexes to count for ranges that span multiple areas.
On the other hand, the advantage of using areas is that you can make the follow the terrain in a much more natural way ...