Though I enjoy games played on a gridded board (either hex or square) I'm more drawn to area terrain like that found in Risk or Diplomacy, and I would prefer it if the wargame I'm working on could also use area terrain as well. However, ranged attacks are fairly important to the game at this point, and I'm I having trouble gauging whether or not these two aspects of the game can be comfortably combined. At this point I have two ideas of how to do so:
1. Somewhere in the middle of each area is a dot (the "center" of the area). When checking for range and line of sight, a player simply draws a straight line from the dot of the area they are firing from to the dot of the area they are targeting. Assuming the line does not pass over any areas that block line of sight, range is measured simply by adding up the number of areas covered.
2. When checking for range and line of sight, a player simply draws a straight line from any spot on the edge of the area they are firing from to any spot on edge of the area they are firing to. Assuming the line does not pass over any areas that block line of sight, range is measured simply by adding up the number of areas covered.
Unfortunately, I'm a bit afraid that most people will be turned off by either of these two options as they may just appear too unusual to be believable, or perhaps even too cumbersome to implement. Any thoughts? I'm also more generally interested in what others think about the relationships between area terrain and grids separate from the issue of ranged attacks. Do you prefer one over the other, and why?
The scale will be tactical, with a piece on the board representing either an individual or a small squad of contemporary day soldiers (multiple pieces will be able to be in the same area/hex at the same time). Hex based maps (the logical choice for me in this situation) strike me as kind of dry aesthetically, but excellent for incorporating ranged fire. If I decide to treat all ranged attacks kind of like missiles--not needing to check for line of sight, just range--territories will be much much easier to incorporate. However, at this point having obstacles that block line of sight seems like it would add a lot to play.