Battle Analysis


As the mouse moves over the battlefield, the hexagon name and terrain is displayed. Terrain can be attached to hexagons and hexsides.

Click on a counter to activate the unit. Click again to place the counter.

The Hexagon Library uses analytical geometry on a cartesian coordinate system to calculate range, bearing and line of sight.

Hexagons are located by a (x,y) coordinate. The hexagon name is calculated.

The principles of War: Carl von Clausewitz

P = N * Q * V

N represents the number of troops in the force, which are the counters.

Q is the fighting quality of the troops, which is the attacking and defending strength values.

V is the variable factors reflecting the combat circumstances, such as the terrain effects.

Force (N * Q) counters to represent the force size (N) and the unit's stength (Q).

Terrain (V) affects the unit's movement (TEM) and it's combat effectiveness (TEC) (V).

Project Steps:

  1. Hexagon Library: hexagon math for unit placement, range, bearing and line of sight.
  2. Battlefield: wargame map and unit images for display and mouse events.
  3. Wargame Engine: process mouse events into wargame commands.
  4. Wargame Calculators: implement wargame movement and combat rules.
  5. Wargame Data: Order of Battle and terrain data.