Logic problem with "Hexagonal Grid" mesh

Is there a predictable way to order the vertices on a hexagonal grid, so I can create a procedure for drawing triangles?

Here’s the setup:

-I’m trying to make a grid with “R” rows, “C” columns, composed of of Hexagons of size “H”.
-I can number the vertices in ANY order I like
-My goal is to be able to predict which vertices numbers a hexagon has if I’m given its ROW and COLUMN location

Pic:

This should be helpful: Trying to build a dynamically sized Hex Grid - Unity Engine - Unity Discussions

Yeah, I was unknowingly making it harder than it had to be. I was giving them an extra vertices in the middle of each hexagon, which rocketed the math into the stratosphere. It’s actually easy/doable if you don’t try to put a center point on each hex. Thanks for the help.

Some additional reading:

RedBlob is a great resource.