- The matter of the positioning of leaders. With hexes it is immediately obvious if a unit moves through or onto a hex containing a leader stand - this is important.
- I had an issue when attempting a cavalry charge past a battery - with a hex you can see clearly where the cavalry can move (a unit cannot move through a hex occupied by and enemy or friendly unit). With DU it is far more open to interpretation, this is a problem.
- When attacking with DU's the approach path is not as obvious as with hex moves, and the final facing of the unit seems to be less clear. If a unit moves into an adjacent hex it can battle (melee). There seems to be no provision for 'flank' attacks as such (?) so 2 units side by side still battle as normal. I stand to be corrected on this of course, but I don't see it in the rules which does not seem an issue with hexes but is more so with DU's where conventional rules would add a bonus for flank attacks and various factors.
In short I am less convinced now of using DU's than I was last night! Once you get into close combat with units attacking, retreating, employing combined arms combat and carefully positioning your generals the advantages of hexes become more apparent.
I'm glad I tried it for myself. In the early move stages it is not a problem, but becomes an issue as the game develops. The 'feel' of the game is not the same as 'pure' C&C, probably goes without saying, but it feels a completely different game. It is now clear to me that I must now seek to find a way of building realistic terrain but incorporating a hex grid somehow. My conclusion therefore is to stick with the rules as they are - I love the way they play - and put aside any thoughts of non hex.
May as well add a few more pics to keep the blog lively! Some of the cavalry action.