Arena Rex Forums

Arena Rex Forums
It is currently Sun Apr 28, 2024 2:06 pm

All times are UTC-05:00




Post new topic  Reply to topic  [ 6 posts ] 
Author Message
 Post subject: Hex map
PostPosted: Fri Aug 16, 2013 12:21 am 
Offline
Noxius
User avatar

Joined: Thu Aug 15, 2013 11:57 pm
Posts: 36
Location: Toronto, Canada
Hey guys, I was wondering if anyone has tried playing this on a hex grid in place of an open map, replacing inches in the rules with grid tiles.


Top
   
 Post subject: Re: Hex map
PostPosted: Wed Aug 21, 2013 10:29 am 
Offline
Noxius
User avatar

Joined: Tue Jun 18, 2013 12:58 pm
Posts: 79
Location: Olathe, Kansas
I've seen hex-based arenas for other games, and I imagine you could easily adapt the current iteration of the rules to fit a 1" grid system.

That said, I think it would make the game feel more like a board game than a traditional tabletop skirmish, (Good/Bad depending on tastes) as you'll be counting hard spaces for everything, as opposed to the current methods. I also wonder if that would make pushes and the angling for pushes into hazards more difficult or easier since you'd have predefined spaces.

All in all, since we're just testing at the moment, maybe someone could give it a solid try and report back. I'd be interested in seeing what people thought as well...

**edit: also just had a thought, how would the larger sized bases work as far as a hex map goes in regards to melee range and such? I'm guessing they wouldn't fit as perfectly onto a grid like the regular sized based models.

_________________
"He vows to endure, to be burned, to be bound, to be beaten, and to be killed by the sword." -The gladiator's oath

http://www.nerdsvsninjas.blogspot.com - a humble blog about gaming and other nerdy stuff...


Top
   
 Post subject: Re: Hex map
PostPosted: Tue Aug 27, 2013 10:47 pm 
Offline
Noxius
User avatar

Joined: Sat Jun 15, 2013 6:53 pm
Posts: 32
Location: Kitscoty Alberta Canada
How do you do 1" pushes?

_________________
A haiku, by Deadpool:
I hate broccoli
And think it totally sucks
Why is it not meat?


Top
   
 Post subject: Re: Hex map
PostPosted: Tue Aug 27, 2013 11:08 pm 
Offline
Noxius
User avatar

Joined: Thu Aug 15, 2013 11:57 pm
Posts: 36
Location: Toronto, Canada
You're pushed 1 hex backwards


Top
   
 Post subject: Re: Hex map
PostPosted: Fri Sep 06, 2013 11:37 pm 
Offline
Noxius
User avatar

Joined: Sat Jun 15, 2013 6:53 pm
Posts: 32
Location: Kitscoty Alberta Canada
That's alotta push

_________________
A haiku, by Deadpool:
I hate broccoli
And think it totally sucks
Why is it not meat?


Top
   
 Post subject: Re: Hex map
PostPosted: Fri Sep 06, 2013 11:47 pm 
Offline
Noxius
User avatar

Joined: Sat Jun 15, 2013 6:53 pm
Posts: 32
Location: Kitscoty Alberta Canada
Well, I guess it's not that bad, you'd have to have a bigger arena, with pits more spaced out. My biggest issue with hexes, from many a battletech game, is the inevitable crab walk tango that you have to go to try and travel in a strait line at the wrong angle.

_________________
A haiku, by Deadpool:
I hate broccoli
And think it totally sucks
Why is it not meat?


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 6 posts ] 

All times are UTC-05:00


Who is online

Users browsing this forum: No registered users and 5 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Limited
Theme Created by HOLLYSMOKE
Theme updated to phpBB 3.1.3 by KamijouTouma