Making Urban Hexes
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Making Urban Hexes
I recently picked up the skirmish board set, and am thinking about making my first set an urban landscape ( Tight terrain for the small board). Does anyone have any suggestions or techniques for doing a layout?
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I'd suggest looking at city maps for your gaming theater of choice.
For instance, there's generally a few different "styles" of Urbanized areas, such as grid (like detroit), spoke (like Washington DC), mixed (like New York)
You'll also want to plan out road types such as back alleys, side streets, main avenues, etc.
I'd suggest planning for lots of open areas such as parks, roundabouts, public squares, and parking lots to give your forces room to deploy.
For instance, there's generally a few different "styles" of Urbanized areas, such as grid (like detroit), spoke (like Washington DC), mixed (like New York)
You'll also want to plan out road types such as back alleys, side streets, main avenues, etc.
I'd suggest planning for lots of open areas such as parks, roundabouts, public squares, and parking lots to give your forces room to deploy.
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First Command Master Gunnery Staff Sergeant Major First Class of the Army (1CMGSSMFCOTA, E-25)
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Depending on time period and country; WW2 period towns in Europe aren't going to look like San Francisco. European towns and cities tend to be quite small, and on occasion have quite old city centres. Google Earth across the parts of the word you are interested in and check the street patterns that way. It will also give ideas on how the place fits with the landscape.
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Any MOUT action simulation/recreation in miniature is enhanced by the level of detail in the terrain being fought over. Detail brings the player down to the level of the intended participant, ...the force being simulated/recreated.

High levels of detail force players/participants to pay attention to the terrain being fought over, ...which adds realism to the game/simulation/recreation.

While these are not the normal GHQ hex they still function in much the same way, only on a larger scale. The flat faces are 100 meters apart making each hex its own module that can be fought over if the details are there, ...in this case down to the sewers and floor plans, enabling participants/players to go as deep into the city as their needs dictate.
If you can model an existing location so much the better though the level of work required can be daunting...

Adding detail in all phases of the game enhances the level of realism...


It can take hundreds of hours and the work of several modelers to pull it all together. Will

High levels of detail force players/participants to pay attention to the terrain being fought over, ...which adds realism to the game/simulation/recreation.

While these are not the normal GHQ hex they still function in much the same way, only on a larger scale. The flat faces are 100 meters apart making each hex its own module that can be fought over if the details are there, ...in this case down to the sewers and floor plans, enabling participants/players to go as deep into the city as their needs dictate.
If you can model an existing location so much the better though the level of work required can be daunting...

Adding detail in all phases of the game enhances the level of realism...


It can take hundreds of hours and the work of several modelers to pull it all together. Will
"The three most important words when trying to make a decision are: communications, communications, communications, ...in that order" MGen BG Hollingsworth USMC (retired)