Why do we use hexes or areas in wargames? Presumably, to make them easier. How do the pieces move? Well, you just move them from space to space. Just like Monopoly. Everybody understands that mechanic. It is more simple to explain in rules and for people to learn the game. How many spaces does infantry move? Armor?
One of our primary design goals being brevity in rules, we analyzed numerous wargame rulebooks. An amazing thing that stood out to us was: the huge amount of pages and text dedicated to explaining hexes and/or areas. Fine print. Triple column. Full sized pages. Take a look at the rules for the games you are playing now. How many words explaining moving? Into hexes, out of hexes, across these certain hexsides but only in these cases. Then there are hex ZOCs. How does that affect movement? Does it work the same for supply? What if there is a national border? An enemy ZOC? What terrain is it if there are multiple types? Is the hex side terrain different than in the hex? Is the river in the hex or along the hex side? How do pieces see into, out of and through hexes? To the center of the hex or just a corner? Is there facing? How does that work? Do they face the spine or the side? Where is the flank? It goes on and on and on.
I thought this was supposed to make the game more simple? By comparison, the original Kriegspiel rules were very simple. How do pieces move? You just pick them up and move them. How far? This far by foot, that far mounted. Much like miniature rules. Real simplicity. Ironic that something the wargame industry invented for simplicity and clarity resulted in so much complexity and confusion.
We noted an added benefit also: The map looks much better! Any way you do it, hexes and areas are just plain ugly. Don’t believe me? Compare the Pub Battles map to the average wargame.
I rest my case.