Large Battles
Posted: Wed Mar 23, 2011 3:13 pm
I’m toying with the idea of building a mechanism to facilitate large battle generation. Where multiple players working in teams come together for a battle on a large tabletop, but the direction of approach and timing of arrival of forces is determined strategically versus at initial set up. The (still forming) idea is that players move FOG armies on a large hex grid. I want to assign terrain types to each hex, so that when battle is joined, the terrain is reflective of the ground on the large hex grid. Two questions for the community.
1) Is it at all valuable to have the specific terrain assigned on the large hex map or just major type represented in the hex?
For example: The major types are Open, Uneven, Rough, and Difficult. But each type has multiple kinds of terrain. Open for example is Open Ground and Open Gentle Hill. I could just indicate that the hex is Open and then come up with a way of assigning what type of Open ground is present if battle is joined OR I could assign specific types to each hex specifically so that the ground is specified as Open Ground or Open Gentle Hill.
2) Second, regardless of how I do it, I’ll need a method of “reasonably” determining the type of ground in each hex. I would like to hear people’s thoughts on “reasonable” percentages for terrain types. For Example: 65% Open, 20% Uneven, 10% Rough, 5% Difficult. I understand that your answer for the percentages might vary depending on what “class” (agricultural, steppe, etc) of terrain I say the large hex represents, but I’m reluctant to give the large map a “class” and let the clumping of the results determine the ground “class”. However, I’d like to hear others peoples thoughts on how important it is to determine the “class” before determining the type of terrain in a hex.
I’m interested to hear other people’s ideas. This is mostly unformed in my own mind and would like to use this conversation to solidify a mechanism for facilitating large battles.
Thanks for the help.
Scot
1) Is it at all valuable to have the specific terrain assigned on the large hex map or just major type represented in the hex?
For example: The major types are Open, Uneven, Rough, and Difficult. But each type has multiple kinds of terrain. Open for example is Open Ground and Open Gentle Hill. I could just indicate that the hex is Open and then come up with a way of assigning what type of Open ground is present if battle is joined OR I could assign specific types to each hex specifically so that the ground is specified as Open Ground or Open Gentle Hill.
2) Second, regardless of how I do it, I’ll need a method of “reasonably” determining the type of ground in each hex. I would like to hear people’s thoughts on “reasonable” percentages for terrain types. For Example: 65% Open, 20% Uneven, 10% Rough, 5% Difficult. I understand that your answer for the percentages might vary depending on what “class” (agricultural, steppe, etc) of terrain I say the large hex represents, but I’m reluctant to give the large map a “class” and let the clumping of the results determine the ground “class”. However, I’d like to hear others peoples thoughts on how important it is to determine the “class” before determining the type of terrain in a hex.
I’m interested to hear other people’s ideas. This is mostly unformed in my own mind and would like to use this conversation to solidify a mechanism for facilitating large battles.
Thanks for the help.
Scot