At 09:02 13.10.98 -0700, you wrote:
>This is actually very similar to a chart I was including in the revised HC.
>The system revolved around a very simple minis game. Each mini would
>represent one unit on a hexagonal map. Terrain "cards" would cover a number
>of hexes. It allowed for much larger battles and a little more flexibility
>in movement. It also considered facing.
>
>
>Ed Stark
>Game Designer, Wizards of the Coast/TSR Division
>Asst. Brand Manager
>ALTERNITY Team
>TSR Website: http://www.tsr.com

I have also been experimenting with alternative battle rules for Birthright,
and yes hexes work excellent. It all started in a campaign which include
several wargame players, and of course; they complained about the realism of
the warcard battles. We have ended up with 4" hexes and unit of about 1" x
2". With a relatively low stacking limit i each hex.

As a result of the hexes we could incorporate both facing and different
range for various troop. One old battle zone would equal about 20 of the new
hexes. This has made tactical movement much more important. It takes a
little longer to play, but it's worth it if's an important battle.

I have also made my system very "open ended", so that the GM has a broad
base for individualizing battles. I recomend this very strongly. Not only
does it add character and flavor to the battles, it also makes it easier for
the players to come up with interesting ideas and "dirty tricks".

Even