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Hex Grid Campaign Maps

The 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:

  • Hexes provide a scale that makes it easy to regulate movement.
  • Movement on the hex grid campaign map is more flexible and hence may feel more historically realistic.
  • Hexs can be easily overlaid on a historical map taken from an atlas or other source to give you a ready-made historical campaign map.
  • Each hex can be assigned a different terrain type, either randomly or by historical reference, rather than determining terrain type by defender's army list.
  • If you want to play with special rules for resources in your campaign, hexes provide an easy basis on which to assign resource points to specific geographical areas.
  • The map, and hence the campaign, can be scaled to time. For example, each hex could represent the distance that an army can move in a day, a week, a month or a season.

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 Feedback

Roy 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".

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Last Updated: May 30, 2003

Comments and suggestions welcome. Send them to Chris Brantley, IamFanaticus@gmail.com.