Galdred
Studio Draconis
It's funny because I had the same discussion concerning my current gaming prototype. The main reason why I prefer hex is not only because of move cost (after all, 1.41 is not that far away from 3/2), but because diagonals movement poses a lot more problems :The Codex already had this debate. The arguments in favor of hexes were found to be wanting.
http://www.rpgcodex.net/forums/index.php?threads/turn-based-square-grid-vs-hexagonal-grid.34078/
AX
XB
X : monsters
What is supposed to happen when a character goes from A to B?
Either he can, and blocking anyone becomes infuriatingly hard, because you'd need a third guy to block the move, either he cannot, and it allows to interdict movement way too easily.
Attacking and LoS blocking poses the same problem. You end up with lots of non intuitive rules about what you are able to see and attack, and what blocks movement. It has a very big effect on gameplay in games about melee, where you are supposed to shield your frail casters or archers from harm (or get to the opposing casters), without using MMORPG boring skills like taunt and whatever : it makes you need to use 50% more troops to block a direction compared to another, which is not a trivial change at all .
The only problem with hexagons (and it is a big one indeed), is that our architecture does not map well into hex. hex tiles definitely look horrible most of the time (although they are beautiful in Age of Wonder).
I'm glad Chaos Chronicle is going hex based.
I'm curious : How did you work Line of Sights? are they vertex based(only some parts of the hexagon block LoS, which makes more sense when the hexagon represents a wall), or hexagon based (all the parts of the hexagon block sight, it makes more sense, but makes it harder for the player to know beforehand where he will have LoS to a given point)?