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-   -   Game-world size of hexes (https://forums.sjgames.com/showthread.php?t=167798)

harlandski 03-09-2020 05:43 AM

Game-world size of hexes
 
I've Googled this, but all I could find was discussions of the increase of hexes in size from 1 to 1.5 inches in some of the new reprints.

But my question is - how much space is a hex supposed to represent in the game world? Are hexes 10 feet, 10 yards, or something else across? This question has come up as I want to run a combat on a bridge, and I want to give the bridge reasonable proportions.

As I've said in my other posts, I have the "Two Complete Games in One Box" version of the game.

Chris Rice 03-09-2020 07:30 AM

Re: Game-world size of hexes
 
Quote:

Originally Posted by harlandski (Post 2313359)
I've Googled this, but all I could find was discussions of the increase of hexes in size from 1 to 1.5 inches in some of the new reprints.

But my question is - how much space is a hex supposed to represent in the game world? Are hexes 10 feet, 10 yards, or something else across? This question has come up as I want to run a combat on a bridge, and I want to give the bridge reasonable proportions.

As I've said in my other posts, I have the "Two Complete Games in One Box" version of the game.

I always thought a hex was 4 feet across, but I'm not sure where it says that in the rules.

Chris Rice 03-09-2020 07:33 AM

Re: Game-world size of hexes
 
Found it. ITL page 101. It is 4 feet across a hex.

horowits 03-09-2020 07:39 AM

Re: Game-world size of hexes
 
I didn't see a size mentioned in the Melee booklet from your edition. It only referenced hexes. Chris is correct though. Map Scales are on p. 55 in the ITL rules and says a Basic Melee combat hex is 4 feet.

Edit: Too slow, it's also on the page Chris mentioned first. :)

hcobb 03-09-2020 08:52 AM

Re: Game-world size of hexes
 
This makes each hex the rough equivalent of the about a square meter that historical armies allocated per soldier.

The Megahexes are ten feet apart and so one megahex is the rough equivalent of the ten foot by ten foot square found in other games.

larsdangly 03-09-2020 10:28 AM

Re: Game-world size of hexes
 
I do a lot of conversions of OSR materials to TFT, and I use a flat 1-MH per 10' square to convert maps. This is a pretty successful system.

David Bofinger 03-11-2020 10:39 PM

Re: Game-world size of hexes
 
Quote:

Originally Posted by larsdangly (Post 2313388)
I do a lot of conversions of OSR materials to TFT, and I use a flat 1-MH per 10' square to convert maps. This is a pretty successful system.

Hexes are 4 feet, so a megahex is 97 square feet, which is more than accurate enough for almost anyone's purposes.

larsdangly 03-12-2020 09:56 AM

Re: Game-world size of hexes
 
Another 'hack' that I find useful for such conversions: if you don't want to lay out spaces using strict hex/MH boundaries, you can quickly get yourself pretty close to rectilinear spaces by making sure one of the 3 pairs of hex sides on each hex are oriented N-S or E-W and then drawing your orthogonal lines either by alternating between following one hex side and bisecting the next hex, or (going in the other direction) by tightly zig-zagging along the pointy bits of the hex outlines. This might not sound clear, but if you experiment a bit on a piece of paper you will see what I mean.

ak_aramis 03-12-2020 11:08 AM

Re: Game-world size of hexes
 
Quote:

Originally Posted by Chris Rice (Post 2313367)
Found it. ITL page 101. It is 4 feet across a hex.

Older edition was metric 1 1/3 m per hex. So 3' 10'.

ParadoxGames 03-12-2020 07:22 PM

Re: Game-world size of hexes
 
Quote:

Originally Posted by larsdangly (Post 2313844)
Another 'hack' that I find useful for such conversions: if you don't want to lay out spaces using strict hex/MH boundaries, you can quickly get yourself pretty close to rectilinear spaces by making sure one of the 3 pairs of hex sides on each hex are oriented N-S or E-W and then drawing your orthogonal lines either by alternating between following one hex side and bisecting the next hex, or (going in the other direction) by tightly zig-zagging along the pointy bits of the hex outlines. This might not sound clear, but if you experiment a bit on a piece of paper you will see what I mean.

I've used a technique like this to make hex maps with only full and half-hexes. Some are in the Tactical Hex Maps book I recently crowdfunded.


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