jioan wrote:Heroscape has hexes.
I don't play it much anymore, but I remember it being fun with the choice of basic and advanced rule settings. Advanced itself is still relatively simple and just adds another few layers of strategy. Combat is done through using special die with various symbols representing attack and defensive power. However, fighting in Heroscape is really only half the fun. Mapbuilding is the best part with several types of terrain to choose from.(Ground, sand, snow, rock, water, ice, lava, molten rock, swamp etc.) Custom scenarios are easy to design and can be made as designing the board.
I can vouch for Heroscape. It's not quite the grand scale of Erfworld (each game is like an individual battle rather than a campaign), but it sets a lot of the ground rules that would be useful in setting up rules for an Erfworld game. It's also a lot of fun to play, and not terribly expensive as far as miniatures games go (the starter pack, which has quite a bit, is only 25 dollars, last I checked, and more readily available at places like Target).
There are standard and unique squads (3 or 4 to a group) and heroes (one to a group), special powers and a slew of conditional modifiers that make strategy just as important as the size of your army.
Each squad or hero costs a certain number of points. Players agree upon the number of points they have at the beginning and they buy the units. The units have four stats, Attack, Defense, Life and Speed. (Squad units usually have 1 life each, heroes can have up to 8 that I've seen). When you battle, you roll a number of dice equal to your attack or defense, depending on what side your on. Rolling a skull as an attacker equals a hit, rolling a shield as a defender counts as a block, there are three skulls and two shields I believe, though it might be the other way around, and the remaining blank side just counts as a failure either way. If the attacker rolls more skulls than the defender's shields, he does damage equal to the difference.
There are about a half dozen factions, though you don't necessarily have to have all your units from one faction, depending on the rules for your particular game.
Each squad and hero has special abilities that can affect the number of dice they roll, how they move, or any number of other abilities. It's a surprisingly deep game, and a lot of fun. If you have $25 you're looking to spend, and you and some friends enjoy strategizing, I highly recommend you try this game.
P.S. *whew* Long-winded first post.