Monday, 11 March 2013

Hexblitz II?

I am just about to start drafting what I hope will be HEXBLITZ II (that is the current working title, anyway). It will be a set of rules that fall just below the level of command covered by my OPERATIONAL ART rules and at about the same level of command as HEXBLITZ and MEGABLITZ. In other words the main playing pieces will be battalion-sized units (or their equivalent), and these will be represented on the tabletop by a single base of figures and/or model vehicles. The tabletop will be divided into a hexagonal grid (in my case this will be Hexon II terrain) and all movement and weapon ranges will be expressed in hexes.

I had hoped to use the Battle Dice from MEMOIR '44 for the combat system, but yesterday's comparative tests were not encouraging, and for the moment I have shelved that idea. I may well return to it as it is very simple to use ... but for the time being I will carry on using a combat system that uses traditional D6 dice.

10 comments:

  1. Looking forward to developments. It's funny how when you actually make a chart of the numbers you see how different methods can be.

    ReplyDelete
  2. Sean,

    I would not have believed that the two combat systems could produce such different results ... until I ran the comparison between them.

    It was an interesting lesson, and one that I have learned from.

    All the best,

    Bob

    ReplyDelete
  3. One benefit of using ordinary dice, is that the game will be playable by those who don't have Mem'44 (I have it, an enjoyable game).

    ReplyDelete
  4. BigRedBat,

    The big advantage of using the MEMOIR '44 Battle Dice is that they remove the need for a Combat Results table ... but you cannot buy them unless you buy the game, and that makes them less accessible.

    It is a distinct argument in favour of using standard D6 dice.

    All the best,

    Bob

    ReplyDelete
  5. It is possible to buy blank dice and print your own. Ron has done Victorian & 18thC versions for our games.

    I found that when I played about with some of the ideas, cancelling/ignoring hits/retreats rather then reducing numbers of dice had a bigger impact and made a defensive benefit more of an advantage.

    ReplyDelete
  6. Bob,
    Whilst having special dice removes the need for a CRT - though some sort of aide memoire of which faces apply to different targets in various circumstances may still be necessary - it is far easier to alter/write a new CRT when developing/amending the rules. And, if you want to use a d10 it would be difficult to put easily recognisable icons on the faces.
    It was very interesting to see how the two systems compared.

    ReplyDelete
  7. Ross Mac,

    I have some blank dice and I am seriously thinking about making some special dice of my own.

    I take your point about cancelling/ignoring hits/retreats ... and have done similar thing myself in the past.

    All the best,

    Bob

    ReplyDelete
  8. Better idea about using standard d6.
    Looking forward to what you come up with!

    ReplyDelete
  9. Arthur1815,

    For my own personal use, I prefer not to use a CRT if possible, but the use of 'special' dice does make it difficult for other people/users.

    I am tending to move away from using anything other than six-sided dice in my wargame designs. As I get older I find that fiddling about trying to spot which is the D10 dice and which is the D12 one is just too much of a nuisance, and detracts from my enjoyment.

    All the best,

    Bob

    ReplyDelete
  10. Brtrain,

    Using a six-sided dice makes life so much easier for everyone ... and as I get older I find them much simpler to use. (I once fought a wargame using a D10 when I should have been using a D12 ... and did not realise until I finished. Afterwards it rather felt like it had all been a waste of time.)

    All the best,

    Bob

    ReplyDelete