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To go back to the original point, dimensions of distance and time actually are pretty crucial in war, and therefore have to be considered in some way in a game that even remotely simulates war.
I agree with JohnHwangDD that what you really want is a board game like the Avalon Hill style games, or Battle tech, in which the whole map is defined by the grid. You simply count the hexes or squares and that determines range and movement.
I mentioned Strategic, which applies a variation of this principle to ancient war figure games.
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