Using a grid in wargames is almost as old as wargaming! The original wargames used grids overlaid on real-world maps. Of course, Hex and Chit wargames the grid over the map is an integral piece of the puzzle. However, this blog is focused more on Miniature based wargaming rather than the more traditional grid and map-based versions.
Even in miniature wargaming and sci-fi versions, the grid was a part of early miniature wargaming. Battletech did and still uses a grid-based map system. However, this approach has been growing in popularity again recently as something of a trend! I can think of To The Strongest, King and Parliament, and Arrowstorm in the historical space. In the sci-fi space there is Priestley's Space Battles and Mantic's Deadzone. Of course there are many, many more from the past, near past, and current.
So, let's take a closer look at why a designer might choose to use a Grid in their wargame.
Types of Grids
Before we get started, it might be useful to categorize a bit about the different types of Grids. These categorizations are ones that I have seen "in the wild" and I will try to put in some examples as well. This will be a useful place to start talking about Grid-based wargaming.
Graph Paper:
This is often what people think of when it comes to a Grid-wargames. The board is divided into equal sized boxes that are centered and aligned next to each other. It looks like a piece of square graph paper only laid on the table.
The example I can think of is Travel Battle or even Heroquest and similar dungeon crawlers.
Of course, the classic example is Battletech but a lot of Hex and Chit wargames also use hexes. Another example is Heroscape.
Hex grids are a series of interlocking Hex shaped spaces that are spread across the board. That means each space has 8 facings to it. These are often not laid out in straight lines like a Graph Paper Grid style.
Brick Wall:
This is a style that looks similar to a Graph Paper style Grid. However, instead of the boxes lining up with each other, they are off-set. Therefore, on each top and bottom side you will have access to two spaces to move into. Each row is aligned, but then the row above and below any row is off-set making a bit of a zig-zag pattern.
I honestly can not think of an example, but I have seen them being played. If you can think of a Hex and Chit or miniature wargame that uses it, let me know in comments. I feel silly for not being able to come up with one.
| Brick Wall |
Different Sizes:
Some games use Grids that are not of equal sizes, with various points or places being larger than others. This sizing is more about the relative importance or traffic for the space, or based on real-world geographies. Therefore, the table or board is made up of spaces of varying sizes.
The examples I can come up with are Clue where each Room is large and can accommodate multiple pieces, but the hallways are gridded for movement. I have also seen this in Dudes on a Boardgames like Last Night on .... series.
These are probably not the correct "technical" terms for these Grids, but I am using these categories as a type of short-hand and layman's terms so we can all get on the same page. Going forward I will mostly refer to all these types simply as "Grids".
Gridz 4 teh Win!1!
Grids have a lot of advantages for a wargame rules set. They can help make games much easier by simplifying things like:
- Movement
- Facings
- Fire and Combat Arcs
- Ranges
- Adjacent Spaces
- Melee and Charging
In addition, the grid removes tools to play. With a grid, no need to have measuring devices like sticks or tape measures. It reduces the "what you need to play" elements of a game.
Gridded movement and firing can be useful for pre-programmed scenarios, solo-wargames, and even remote wargaming. The specifics of movement and location can be abstracted in a way that helps clarify for the remote, solo, or AI opponents.
Finally, grids can be used to provide information on the game board. In Battletech it gives detail like terrain, height, and other situations that would impact game play. Difficult terrain can just be a number to represent speed penalties, height could impact line-of-fire, etc.
Grid Drawbacks
The biggest drawback is simply aesthetics. A big reason people get into tabletop miniature wargaming in the first place is that it looks cool! Evocative scenery, sweet models, and the overall sweep of the battlefield make people want to play the game! Grids..... not so much.
Things that hamper the visual aesthetics are a big turn-off to many wargamers. It detracts from what they consider fun in exchange for some streamlines in gameplay. Many players prefer to play non-gridded wargames for this simple reason alone.
In addition, Grids can create a "static" battlefield. I.e. units are a bit stagnant. They are confined to certain moves and distances allowed by the grid. This takes away some of the free-wheeling potential of non-Grid games. Despite the cleaner movement offered by Grid games, sometimes they lead to artificial movement rates and other odd measurement irregularities. For example, it can be "faster" to move in a zig-zag pattern across the field of battle than in a straight line. This means that grid design and lay-out can be of critical importance to the designer.
Why Use the Grid?
Like all things in Wargame Design, the intent of the designer and what you are trying to create is critical when determining if you want to use a Grid or not in your wargame. Ultimately, a Grid is simply a tool. Like all tools, it must be applied to solve a problem so your game can do what you envision it doing. Sometimes, a Grid is the correct tool and others it is not.
Here are some things to consider when deciding to use a Grid:
- How Abstract is the game? I.e. what are you trying to simulate and create with your POV
- How Precise do your locations need to be? The more precise the tighter the Grid.
- How much does Aesthetics tie into your design vision?
- What Scale is your game? The larger the geography your game plays over, the more a Grid can help.
- How will people create the Grid? I.e. in a game like Blood Bowl the Grid comes with the game, a game like To The Strongest the player makes it.
- Is this a Solo-game that employs an AI Opponent system?
- Is this game intended to be played Remotely?
Often times, this type of Grid-based gameplay lends itself well to a more abstracted game type. For example, Army-vs-Army games where the action is large units and army wings clashing. There abstracted movement and distance is not as big of a deal because the scales you are covering is greater. Oddly, it can also be advantageous in precision model-vs-model games where your location compared to fellow models and their facings is key, such as Dungeon crawlers or duel-based games. Paradoxically, the Grid can help you ignore details on a larger scale, or dive into them with precision at smaller scales. Different outcomes from the same tools.
Final Thoughts
Grids are a very useful tool! They can really help you streamline gameplay and make a game much more intuitive. However, it can come with a cost to aesthetics and barrier to entry. Like all Tools you have to have a clear idea of how you plan on using it before you make it an integral part of your design. It is important to have an idea of what your game is to know if a Grid is the right tool for the job. The advantageous maybe off-set by the disadvantages depending on your POV, Scale, Goals, Chrome, and Hooks you intend on deploying with your game.
Let me know your favorite Grid-based wargame in the comments. Until next time!
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I believe Diekplus (Ancient Galleys), or at least another ancient galleys wargame used the offset grid you mention.
ReplyDeleteI hadn't really thought about grids from the perspective of solo and remote wargaming before. The point about grids removing measuring tools is especially interesting—they don't just simplify movement, they actually reduce the amount of physical equipment needed to play. The aesthetic trade-off is probably the hardest part, though. A beautifully modeled battlefield definitely loses some of its appeal when covered with an obvious grid.
ReplyDeleteThe old Koei games like Romance of the Three Kingdoms and Nobunaga's Ambition had offset grids during battles.
ReplyDeleteThere's also Hammerin' Iron which (IIRC) could not only use a fixed hex grid, but if you didn't have a hexmat you could use a floating grid and have hex templates to move your ships/work out firing ranges and arcs etc.
ReplyDelete