The M8 System

Mike's Multiple Modular Multinational Maps for Miniature Military Mayhem
Last Modified: 07/22/2004

I. Introduction

I love games with an unlimited number of possibilities. But most wargames are limited by their maps. I've made several modular map systems to try to fix this.

First there were the M6 maps (Mike's Multiple Maps for Miniature Military Mayhem). The map tiles were rectangular and the hexes weren't fully symmetrical, so I was limited in how I could rotate them. Then came the M7 maps (the seventh "M was for Modular), with hexagonal tiles. These could be rotated in any of six directions, which made them much more useful. There were several hundred of them, sometimes with only subtle differences between them, which could make it hard to find the one I wanted. The real problem was that they were so big, you had to tweak your printer settings to get them on one page. And if that page was an A4 page, forget it; I never considered the non-USA audience.

Now I've learned some international manners, and the M8 map system is the result. It uses the same hexes and symbols as the M7 maps, for counters roughly 1/2" square, but the map tile is smaller so it will print on any "normal" page (A4 or letter) with normal margins. Each tile has 43 full hexes, and another 12 half-hexes at the edges, which form full hexes when next to another map. Rows are numbered 0 to 6, and columns from 0 to 8. The map name is printed in the top-leftmost hex (hex # 0200). You can print extra copies of any map tile so you can create the exact map you need.

There are exactly 100 map tiles, so the sheer number of them won't overwhelm you. And many of them come with extra map symbols, so (for example) you can convert a road tile into a road-with-town tile without having to print an extra page of town symbols. Thus, the one M8 "straight road" map replaces four M7 maps (straight road, straight road with village, straight road with town, and straight road with city). The extra page of symbols still exists, so you can customize your maps.

The hexes are almost prefectly symmetrical, but not quite -- you can get only so close with pixels that were designed for squares and not hexagons. This means any map will mate perfectly with any other map, either right-side-up or rotated 180°. Rotated at other angles (60° or 120°), there will be a very slight mismatch between the hexes at the map joints, but not enough to pose a problem for gaming.

II. Map Symbols

The following landforms are used in these maps: Some hexes feature multiple landforms, like a road crossing a river on a bridge, or a river running through a swamp. Such hexes can be considered either type of landform, unless your game rules say otherwise.

Straight means a river or road runs from one map-side to the side 180° opposite, even though it may not run straight as an arrow to get there.
Bend means a road or river turns from one map side to the side 60° to the left or right of straight across. The direction of the bend doesn't matter, since you can rotate the map to line it up any way you like.
Hairpin means a river or road that turns from one map side to an adjacent map side. Again, the direction of the bend doesn't matter.

Most of the maps are to the same scale, which you can define as needed for your game. One Urban map tile roughly equals one Town hex on other tiles, but if you don't use the Towns, you can connect Urban maps to other maps with roads with no discontinuity at all. The Tech-Facility and Derelict-Spaceship maps are meant for one person per hex.

III. The Map Tiles

The M8 Maps
Map NameDescription
m8map001Grassland
m8map002Grass w/ copses of forest
m8map003Grass w/ big forest
m8map004Grass w/ one big hill
m8map005Grass w/ two medium hills (Little Round Top)
m8map006Grass w/ many small hills
m8map007Grass w/ small swamps
m8map008Grass w/ big swamp and small island
m8map009Grass w/ mixed terrain

m8map010Forest w/ straight path and clearing
m8map011Forest w/ straight path
m8map012Forest w/ bend path
m8map013Forest w/ hairpin path
m8map014Forest w/ three-way path junction
m8map015Forest w/ four-way path junction
m8map016Forest w/ dead-end path and clearing
m8map017Forest/grass transition (forest on 2 sides)
m8map018Forest/grass transition (forest on 3 sides)
m8map019Forest/grass transition (forest on 4 sides)

m8map020Desert
m8map021Desert w/ large hill
m8map022Desert w/ small hills
m8map023Desert w/ depressions
m8map024Desert/grass transition (desert on 2 sides)
m8map025Desert/grass transition (desert on 3 sides)
m8map026Desert/grass transition (desert on 4 sides)

m8map027Grass w/ straight river
m8map028Grass w/ straight river and straight road
m8map029Grass w/ straight river and bend road
m8map030Grass w/ straight river and island
m8map031Grass w/ straight river through swamp
m8map032Grass w/ bend river
m8map033Grass w/ bend river and straight road
m8map034Grass w/ bend river and island
m8map035Grass w/ bend river through swamp
m8map036Grass w/ hairpin river
m8map037Grass w/ three-way river junction
m8map038Grass w/ four-way river junction
m8map039Grass w/ lake as a river source

m8map040Grass w/ straight road
m8map041Grass w/ straight road through hills
m8map042Grass w/ straight road through swamp
m8map043Grass w/ bend road
m8map044Grass w/ bend road through hills
m8map045Grass w/ hairpin road
m8map046Grass w/ three-way road junction
m8map047Grass w/ four-way road junction
m8map048Grass w/ dead-end road

m8map049Forest w/ straight road
m8map050Forest w/ bend road
m8map051Forest w/ three-way road junction

m8map052Desert w/ straight road
m8map053Desert w/ bend road
m8map054Desert w/ three-way road junction
m8map055Desert w/ oasis and dead-end road

m8map056Grass w/ coastline (1 side sea)
m8map057Grass w/ coastline (2 sides sea)
m8map058Grass w/ coastline, river mouth, road (2 sides sea)
m8map059Grass w/ coastline (3 sides sea)
m8map060Grass w/ coastline and roads (3 sides sea)
m8map061Grass w/ coastline (4 sides sea)
m8map062Grass w/ coastline (5 sides sea)
m8map063Open ocean
m8map064Island
m8map065Island w/ bridge to mainland

m8map066Urban #1 (Urbans 1-6 have 3-way road junctions)
m8map067Urban #2
m8map068Urban #3
m8map069Urban #4
m8map070Urban #5
m8map071Urban #6 w/ bent river
m8map072Urban #7 w/ park and lake feeding river
m8map073Urban #8 w/ airfield

m8map074Tech facility #1 (mixed features)
m8map075Tech facility #2 (large building)
m8map076Tech facility #3 (small buildings)
m8map077Tech facility #4 (medium building w/ storage tanks)
m8map078Tech facility #5 (large storage tank)
m8map079Tech facility #6 (2 medium buildings)
m8map080Tech facility #7 (low equipment racks)

m8map081Lunar
m8map082Lunar w/ small craters
m8map083Lunar w/ large crater
m8map084Lunar w/ hills
m8map085Lunar w/ straight tubeway
m8map086Lunar w/ bend tubeway
m8map087Lunar w/ 3-way tubeway junction
m8map088Lunar w/ dead-end tubeway

m8map089Derelict spaceship #1 (bridge)
m8map090Derelict spaceship #2 (cargo bay)
m8map091Derelict spaceship #3 (officers' quarters & rec area)
m8map092Derelict spaceship #4 (crew quarters)
m8map093Derelict spaceship #5 (life support & utility spaces)
m8map094Derelict spaceship #6 (teleporter & escape pods)
m8map095Derelict spaceship #7 (passenger staterooms)
m8map096Derelict spaceship #8 (power generators)
m8map097Derelict spaceship #9 (ship's stores)
m8map098Derelict spaceship #10 (sickbay & escape pods)
m8map099Derelict spaceship #11 (engine room)

m8map100Outer space

m8map000Special map symbols & landforms. Most of these symbols are aimed at a particular era; for instance, I can't imagine a map that would need both a Fortress and a Nuke Silo. Extra towns and bridges are also included.

IV. Making Larger Maps

One M8 map makes an awfully small battlefield. Three or four give you a bit more space. But you probably won't want to stop at anything as small as that. The following patterns, called "macros," show how to put M8 map tiles together into battlefields of various sizes. Note that the map tiles are arranged with their "points" at the top and bottom of the map, and their flat sides on the left and right.

M8 Map Macros
7 Map Tiles
-mapmap-
mapmapmap
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8 Map Tiles
mapmapmap
-mapmap-
mapmapmap
10 Map Tiles
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mapmapmapmap
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11 Map Tiles
mapmapmapmap
-mapmapmap-
mapmapmapmap
12 Map Tiles
-mapmap-
mapmapmap
-mapmap-
mapmapmap
-mapmap-
13 Map Tiles
mapmapmap
-mapmap-
mapmapmap
-mapmap-
mapmapmap
17 Map Tiles
(pattern #1)
-mapmap-
mapmapmap
-mapmap-
mapmapmap
-mapmap-
mapmapmap
-mapmap-
17 Map Tiles
(pattern #2)
-mapmapmap-
mapmapmapmap
-mapmapmap-
mapmapmapmap
-mapmapmap-
18 Map Tiles
mapmapmapmap
-mapmapmap-
mapmapmapmap
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mapmapmapmap
19 Map Tiles
--mapmapmap--
-mapmapmapmap-
mapmapmapmapmap
-mapmapmapmap-
--mapmapmap--
23 Map Tiles
mapmapmapmapmap
-mapmapmapmap-
mapmapmapmapmap
-mapmapmapmap-
mapmapmapmapmap
I'd be curious to find out
if anyone uses these maps
in even bigger formations.