DBA Resources| Variant Rules | Campaigns |Hex Grid Campaign MapsThe basic DBA campaign rules provide a basic map scheme where players move from point to point along designated lines linking key military objectives. As an alternative to this approach, players might consider using a hex grid campaign map on which to run their campaign setting. There are several advantages to a hex grid map:
The downsides are that creating a hex grid campaign map is slightly more time consuming and that it can "enlarge" the campaign by creating additional areas of terrain that must be fought over. In creating a hex grid campaign map, it is important to scale the hexes so that map movement does not overwhelm the game. You don't want players having to move 3-5 turns to reach anobjective, or to make it possible for one army to completely avoid the other through movement. To help you get started with hex grid campaigning, here is a blank hex grid sheet and a sample campaign map for a six player campaign. If you have developed a hex grid campaign map that you are willing to share with the Fanatici, please drop a note to Chris Brantley with the image. Fanatici FeedbackRoy Beers: There's nothing to stop you blanking off huge areas of the map for impassable mountain ranges, tidal estuaries or whatever to create single hex-wide corridors. These "junction" hexes would then be closely fought over. You could also have "bad going" hexes where the majority terrain type would be hills, woods, or whatever - e.g. the Teutoburger Wald - which would give bad going-friendly armies a break from the usual "golf course". | Top of Page | Rules Variants | Campaigns DBA Resources | Last Updated: May 30, 2003 Comments and suggestions welcome. Send them to Chris Brantley, brant@erols.com. |