[RPG] Does GURPS tactical combat work well with miniatures but without a hex grid

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I am looking to start a GURPS game. I also have caught the DM crafting bug. I'd like to use my gridless material, so far used for minis and Savage Worlds, with GURPS. Has anyone used GURPS tactical rules with measured inches instead of hex grids? It seems the Range Ruler will help, but hexes are used a lot for determining shapes of things. Facing can easily be set with two lines on a mini, but what other adaptations are needed?

Best Answer

It can be done...

But one caveat, young student! When you tread that road, you turn your beloved RPG in several aspects into a tabletop wargame — if you want to retain most of the rules aspects.

First, you've got to convert your movement in hexes to a movement in inches or centimeters. Easy, just measure the distance between each hex centre. That is the movement scale. Take 1 increment of movement per hex you may take... and then probably round for convenience. Convert likewise all the movement reductions from turning, and moving sideways and backwards into reductions of this reach.

Second, indicate a facing on each miniature: one area on the base that clearly indicates where the "front arc" of the miniature is, then the adjacent areas in a different color as "sides". I tend to like using white, red and green if I need to indicate front, port and starboard (left and right) sides of a miniature, leaving the rear arc black. Also, mark the front centre, as you'll want to have a good point to see if a turn is costing you one or two units of movement. Whenever the rules indicate to check if somebody is in front/back/side of the hex, take a straight line from miniature center to miniature center and check if it passes through the correct area of the base.

Third: Templates. Take all the original rules for templates and make templates for the cones, lines and blasts that are roughly similar sized. You'll have to compromise on the conical ones, but once you do, you get out of the wierdness of the spread hexes cause, where sometimes some firing angles cover more area than others. I suggest using a piece of acrylic, as you can see through it and can gauge the battlefield below through it.

As you are making your templates, you might throw in one for checking how far you've turned. Just your standard arc shaped thing with a few markers for "cut movement by X".

Fourth: Enjoy your "TTG"-style combat. Remember, that players should indicate their path, describing their facing along it to calculate the reach accordingly, but you'll be amazed at how much the added freedom of movement does change the game.

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