Thanks, but that is the obvious one known by me (and about the only one I know). I'm looking for the more complex and non-intuitive geometric LOS hex math.The midpoint between two hexes is either a hex center or most likely the midpoint of a hexside. At 5 hex range (4 up one over) the line goes through two vertices and a hexside midpoint. Just say'in.
Then head to the reference to the Banzai article that Jim references above. This'll fit your bill.Thanks, but that is the obvious one known by me (and about the only one I know). I'm looking for the more complex and non-intuitive geometric LOS hex math.
This article is hugely helpful. Thanks for everyone's responses. Mid-hex on simple geometry was obvious to me. This article helps break it down for additional hexes for longer and/or more complex LOS.Then head to the reference to the Banzai article that Jim references above. This'll fit your bill.
Yup, someone is going to need post pics for this...(I realize this isn't easy to follow without pictures....
Grok failureThe midpoint between two hexes is either a hex center or most likely the midpoint of a hexside. At 5 hex range (4 up one over) the line goes through two vertices and a hexside midpoint. Just say'in.
Eyes glaze over. I failed Geometry in High School. I just take my chances and draw the threadWell, I admit a lot of math seems more intuitive to me than to most people, but here's a trick that some might find useful.
If you trace straight lines through a hexagon between opposing vertices, you'll divide the hexagon into six equilateral triangles. Do this for the whole hex grid, and you're dividing your map into equal triangles. On this (fictive) triangle grid, it's pretty easy to figure geometry - whenever you are tracing a LOS from one hex center or hex vertex to another, you're actually tracing a LOS from one vertex to another of the triangle grid. If it helps, you can pair adjacent triangles into lozenges, and then the geometry of lines through a grid of lozenges is essentially the same as it is in a grid of squares - and note that the vertices for the triangle gris are the same as for the square grid.
Basically, on a square grid, if you need to figure out whether a line from one vertex A to another vertex B goes exactly through a vertex C or not, this is the "rule": count the ticks along each axis from A to B, and from A to C (or from B to C). The ratios must be the same, or the line doesn't go through C. In the "triangle grid as a kind of square grid", you need to pick two line directions as your "axes", and they won't be orthogonal, but the same holds (and "ticks" in this setting will be the length of a hexside, or, in the language of the Banzai! article, a hex radius).
(I realize this isn't easy to follow without pictures, but I don't have pics of a hex grid that I could easily post here)
Grok failure
Eyes glaze over. I failed Geometry in High School. I just take my chances and draw the thread
Doug, Next time I see you lets take two minutes and I'll show you what We're taking about. It is such a advantage to quickly and accurately gauge tacky LOS's. I've only met a few players with better LOS skills than me (Paul Chamberland for one). It's really worth learning and not that difficult once you visualize. Once you establish a midpoint (rather easy) you can break the LOS line into two line segments and get a easier look.Grok failure
Eyes glaze over. I failed Geometry in High School. I just take my chances and draw the thread
This one of the best things you ever taught me about this game. Thanks Bob!Doug, Next time I see you lets take two minutes and I'll show you what We're taking about. It is such a advantage to quickly and accurately gauge tacky LOS's. I've only met a few players with better LOS skills than me (Paul Chamberland for one). It's really worth learning and not that difficult once you visualize. Once you establish a midpoint (rather easy) you can break the LOS line into two line segments and get a easier look.
Because you have to announce before and then shoot after you string the LOS. It's not that much brain drain and simple with a little practice. It's probably one of the best advantages a player could have.Why waste the brain power, string the thread and see, bet it is quicker than killing brain cells doing the math
You can play with a house rule for free LOS checks, but the rules ask that before you draw the string, you commit to firing - unless you're checking for something like concealment loss.Surely it is easy, draw a bloody line between firer and target, is anything blocking? no, then LOS is clear.
The biggest advantage is to Attack Without Mercy. It is always a surpriseBecause you have to announce before and then shoot after you string the LOS. It's not that much brain drain and simple with a little practice. It's probably one of the best advantages a player could have.