Supporting the military history and
miniatures hobby with
Hex Command Rules for
Wargames in the
Ancients, Gunpowder and Mechanized eras, "Raptors" Air Combat,
Hex Command "Oceans"
and now in development,
Hex Command "NOVA"
rules for combat in an off-world, future era.
For gamers with no easy access to other miniature gamers, we Broadcast
Miniature Games.
We also provide 12
foot long Hex or Square Grid Paper
in just about ANY color, a growing Articles section including how-to's, Maps,
Scenarios, After Action Reports, Ideas and more.
Our flagship, one-subscription price package of software and artwork is
called
The Wargames Archive
This includes Game Mapper: affordable and effective campaign
and battle map creation software, and
Paper
General Miniatures
and Terrain
plus
exclusive member-only deals from select vendors, automatic access to new
products and more.
Since
1995
InterNetional
Wargames
Project
The InterNetional Wargames
Project is a world-wide effort to support war gamers and help them participate
in war gaming by using or watching a video or internet camera that is
broadcasting a game setup, and using an audio chat function in an instant
messenger program. Text on screen is not recommended because it is more
time consuming, although it might be possible for a speaking program to read
aloud the text from the program and in that way, the person moving the troops
can be freed from viewing the computer all the time.
Although
there
are
several
internet
providers
that
offer
a
service
for
web
broadcasting
(known
as "webcasting"),
the
adage
“you
get
what
you
pay
for”
applies
here
more
so
than
anywhere
else,
because
if
you
don't
have
a
high
speed
internet
connection,
and
neither
do
your
viewers,
then
the
results
are
going
to
be
less
than
glorious.
Like
the
hobby
of war games
with
historic
miniatures
itself,
the
results
of
broadcasting
game
with
miniatures
are
entirely
affected
by
the
equipment
and
time
one
puts
into
the
venture.With
that
in
mind,
this
document
attempts
to
illustrate
some
parameters for broadcasting
a
miniatures
game.
Notify
Players
of
Limitations
Insuring
the
satisfaction
of
participants
is
a
primary
goal,
or
at
least,
that
notifying
players
of
the
potential
pitfalls
before
the
broadcast
helps
to
solicit
their
understanding
and
patience.
Software
and
computers
go
down,
as
well
as
Internet
service
providers,
and
there
are
other
limitations
such
as
broadcast
equipment,
cables,
drivers
and
even
lighting
can
be
a
factor.
We've
found
that
with
these
small
objects,
intense
lighting
is
required
as
well
as
high-contrast
scenery.If
players
are
made
aware
of
these
elements
ahead
of
time,
less
frustration
will
be
experienced.In
fact,
there
are
times
when
our war gaming
group
does
not
broadcast
a
miniature
game
and
instead,
we
just
exchange
Game
Mapper
maps
showing
movements
and
so
on,
then
we
use
a
chat
application
to
resolve
combat
and
for
other
conversations.
The
concept
of
broadcasting
a
game
of
miniatures
needs
to
be
prefaced
by
the
fact
that
what
is
being
broadcast
is
by
nature,
a
very
small,
detailed
thing.
Webcasts
were
simply
not
meant
to
show
such
detail,
but
there's
no
doubt
that
people
are
going
to
want
to
see
detailed
images
and
things
up
close.
But
the
smaller
the
figures
and
models,
the
harder
it
is
to
see
the
objects.
Larger
troops
will
produce
a
cleaner,
more
discernable
image
to
the
internet
viewer,
so
from
the
start
your
audience
should
realize
that
the
level
of
detail
is
going
to
be
less
than
being
at
an
actual
game.The
purpose
of
a
broadcast
is
to
bring
clubs
or
individuals
from
various
locations
together,
and
NOT
to
show
off
the
miniatures
in
any
complimentary
manner.The
purpose
of
the
broadcast
is
to
show
the
position
of
units
on
the
gaming
table
such
that
player/viewers
can
determine
written
orders
to
their
troops
using
a
chat
function.
In
so
far
as
staffing
at
the
broadcast
site
goes,
a
great
enhancement
is
having
a
dedicated
person
for
the
cameras
and
computer(s).
Chat
Window
and
Available
Cameras
Once
the
opponents
can
see
the
location
of
troops
and
determine
movements
and
situations
on
the
surface,
they
can
issue
orders
via
a
chat
window
to
the
person
conducting
the
broadcast
and
acting
as
the
game
judge.It
should
also
be
noted
that
a
chat
window
can
be
opened
for
each
player,
so
each
player
does
not
know
what
the
other
is
saying,
which
provides
some
realism
in
communications.
This
is
one
reason
that
having
two cameras is
a
major
benefit,
unless
a
broadcaster
wishes
to
continually
move
the
camera
to
accommodate
player
wishes
for
close-ups
and
more
details
of
a
portion
of
the
table
in
order
to
have
more
information.
The
judge
of
course
would
be
conducting
computer
operations,
but
still,
the
broadcast
can
be
done
by
a
single
person
and
small
game
table.
Another
big
benefit when using RCA jack cameras, that is, analog or digitial camcorders with
AV cables, is the use of an a/v
switcher,
available
at
most electronic stores.These
switchers
are
simply
a
physical
box
of
buttons
to
select
each video source.The
switches
enable
a
variety
of
cameras
to
be
used,
though
not
simultaneously,
to
send
the
chosen
signal
to
the
computer
and
thus
the world.Of
course, web-cams
cannot
be
used
with
these RCA jack switch
boxes.
Once
plugged
into
this
common
switcher,
different
views
of
the
game
table
are
possible
with
the
push
of
a
button
and
several
cameras.The
output
cable
going
to
the
computer
(again,
either
RCA
or
S-VHS)
is
connected
to
the
computer’s
video
card.
Summary
of
Equipment
Thus,
as
by
now
you
may
have
guessed,
the
requirements
aside
from
the
gaming
equipment
itself
are
a
computer high-speed data,
a
video
card
accepting
video
input/output,
and
at
least
one
camcorder
with
a
zoom,
and
cables
to
connect
to
the
switcher/computer
video card, or, several USB web cams or IP cameras.
Game
Mapper
software
can
also
help
with
these
broadcasts
because
the
software
enables
players
to
move
icons
or
symbols
around
their
own
computer
screen
at
their
location,
either
following
along
with
the
broadcast
image,
or
just
for
their
own
visual
record
and
monitoring.Of
course,
numbering
the
hexagon
grids
of
a
tabletop
and
exchanging
these
maps
between
involved
players
insures
exactness
of
the
table
layout,
and
vastly
improves
communication
and
the
issuing
of
orders
to
regiments
and
artillery
under
a
commander's
control.So
you
could
say
Game
Mapper
and
a
hexagon
grid
terrain
and
tabletop
are
pretty
much
a
requirement
too.
A
Hexagon-based
Game
and
Terrain
changes
One
of
the
reasons
for
the
use
of
a
hexagon
grid
(four
inch
hexagons
recommended
for
games
in
15mm
to
25mm
scale),
is
so
two
or
more
gaming
groups
in
different
parts
of
the
world
can
have
the
exact
table
layout.This
is
how
people
or
groups
in
different
countries
can
"play"
the
same
miniature
game,
having
set
up
their
respective
tables.Game
piece
tracking
and
identical
positioning,
as
well
as
for
monitoring
by
players,
makes
having
a
grid
surface
a
mandatory
requirement.
Of
course,
having
instituted
the
use
of
a
hexagon
grid
surface,
the
terrain
must
be
suitably
"modular."What
this
means
is
that
the
forest
and
hills
have
to
be
hexagon
shaped,
such
that
their
boundaries
are
not
questionable.This
is
important
for
line-of-sight
issues
and
concerns
between
game
pieces
on
the
surface.Although
it
is
difficult
to
imagine
being
able
to
achieve
true
proportion
of
hill
height
to
forest
height,
one
should
expect
that
the
height
of
the
model
trees
is
going
to
look
higher
than
a
model
hill
and
this
is
a
fact
of
miniature
wargames.
Visually
and
because
of
physical
limitations,
gamers
have
long
accepted
this
nuance.
For
this
reason,
a
one
inch
tall
hexagon
hill,
usually
covering
an
area
and
consisting
of
several
hexagon
shaped
blocks
butted
together,
looks
acceptable
with
2-3"
tall
model
trees.When
conducting
combat
where
hills
and
forests
hexes
are
combined
along
the
line
of
fire,
realize
that
the
forest
can
be
seen
to
"extend"
the
hill
or
that
it
becomes
essentially
an
extension
of
the
hill
as
the
drawing
illustrates.
Figure
1.The
dead-zone
(the
hex
of
small
vertical
lines
is
a
forest
in
hexagon
shape)
Though
most
gamers
realize
that
the
"dead
zone"
(the
hex
in
which
the
unit
on
the
left
is
located)
equals
half
the
distance
(Y)
from
the
hill
to
the
edge
of
the
forest,
it
is
sometimes
easy
to
forget
that
a
forestnextto
a
hill
extends,
essentially,
the
edge
of
the
hill.
While
we
gamers
would
like
to
have
farm
fields
and
"building"
areas
that
look
realistic,
the
hexagon
reality
means
fields
and
buildings
must
be
"hexagonal"
in
order
to
maintain
uniformity
and
consistency.
Figure
2.Hexagon-following
fence
line
and
"building"
hex.In
this
Hex
Command
game
system,
it
doesn't
matter
where
or
what
the
buildings
are:
the
hex
is
simply
a
"building"
hex.
So,
the
way
that
models
are
used
in
this
concept
has
to
be
followed
to
successfully
produce
a
workable
-and
reproducible-
game
by
any
person
or
group,
in
any
location.
The
next
image
portrays
the
layout
of
a
typical
hexagon
surface
with
numbers
showing
how
the
hexes
would
be
numbered
(though
with
much
smaller
numbers
on
the
actual
game
table),
though
the
exact
numbers
do
not
have
to
match
what
is
shown,
so
long
as
the
scheme
is
consistent
between
broadcaster/viewer
locations.
Other
than
these
elements
there
is
really
no
other
barrier
to
conducting
the
broadcast
other
than
the
time
at
which
the
broadcast
is
to
take
place,
and
for
that
one
simply
has
to
coordinate
who
can
attend.