Topic: FtM with Kallistra Hexes

Got this note in the emails from a guy who wants to use FtM with Kallistra hexes, I honestly have never even thought about that as an option so I was at a bit of a loss.



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>-----Original Message-----
>From: jim maher [mailto:<snip, haha>]
>Sent: Tuesday, April 17, 2007 2:59 PM
>To: Majestic Twelve Games
>Subject: Enquiry from MJ12 eStore
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>Hi and sorry to trouble you. I am looking for a set of hex based fantasy
>rules to play with Kallistra hex terrain which I am purchasing. I downloaded
>your extract rules from "for the masses" and they look really good but I
>have one fundamental question. My understanding ( and please correct me if i
>am wrong) is that each element in a unit is on its own hex which in itself
>is fine except for the fact that the suggested hex size for the game looks
>about a third of the size of the kallistra hexes. Have you come across this
>issue? I will be building a 6x4 hex table which I reckon will be about 250
>hexes as each hex is 10cm across.Can the game be played with more than one
>element per hex ?as i think the alternative of one element per hex might
>significantly reduce army sizes and i want to have very large battles! I am
>really keen on the rules so any help suggestions greatly appreciated.
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>Thanking you
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>Jim
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Re: FtM with Kallistra Hexes

So what, actually, is your question or concern?
smile
Kevin

Re: FtM with Kallistra Hexes

Can anyone help him?

I sent some stuff about "stacking" limits in larger hexes, but I'm serously trying to figure out how this changes things and I can see it going badly with multiple elements in a hex.

Re: FtM with Kallistra Hexes

This is cool, it seems I'm still able to access this site from work!

It seems to me that you're looking at 2 or 3 different changes:

- Since the hexes are bigger, you have a stacking limit based on the difference in hex size.

- Since the hexes are 'longer' in a given direction, the move rates will change in proportion to the difference.

- If you end up with fractional move rates, then the 'turn length' may need to change so that the slowest move rate = 1 at least. This may also change the number of attacks each unit may make in a turn - it might really screw up things if you elect to have move rate increases without commensurate changes in attacks allowed per turn.

If you elect to change unit stats to reflect larger hexes, you'd have to adjust all the stats. This is a lot of stuff, but it seems relatively straightforward. You'd have to have a 'conversion rule' to cover this, but I don't think it's game-breaking. It may well change the nature of the game, but it might be kinda cool.