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Ritterspiele für Draußen und DrinnenRitterspiele für Draußen und Drinnen. Mit der Austragung von Turnieren übten die Ritter in der kriegslosen Zeit ihre Fähigkeiten. Hier konnten sie in voller Rüstung. Baue ein riesiges Königreich und führe deine Armee zum Sieg! Ohne Download Browserspiel. Spielaffe ggf. eine Provision vom Händler oder Spieleanbieter, z.B. für solche mit Symbol. Das gilt auch für in Spielen erworbene Inhalte. Mehr Informationen.
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Generally speaking, if you don't roll dice, you pretty much have to have your math correct or at least, reasonable. So I wanted to check out Chris' ideas and see how he made it work, if at all.
Here is some of Chris' rationale for going diceless: At first I tried to make a game like other miniatures games, with dice and tables.
They were not fast enough. It appears that the fastest a dice game can get is thirty minutes, not fast enough. For a long time I could not think of what to do.
The it hit me. Why do I need dice? In most games it is pretty obvious who is going to win a fight without rolling a die.
I began experimenting and found it works! Not only that but it produces a very fun game that has all of the subtleties of chess while looking pretty as a wargame.
This made sense to me. Because about five years earlier I had come to the same conclusion with role-playing games.
Think about it. You are the Game Master and you have built this adventure. You have put in all of these goodies and thought up a story line.
The players run into something you don't want them to fight maybe it is the entrance to the next adventure, which you have not completed yet and after a series of extremely lucky rolls end up trashing your monsters.
They then open the door you did not want them to open yet and say "Okay, what next? I knew when I wanted the players to win and when I wanted them to lose.
I knew that Game Masters would, when seeing their design start to go up in smoke, pull out that extra Fireball spell or that potion and suddenly start rolling dice behind the screen and come up with critical hits.
Game Masters always had the option to "smooth out" a weird string of dice rolls, so if they could and would do that, why bother with the dice?
It was actually pretty fun because you essentially had to create a narrative for the combat. But back on point, many situations were simply "pre-determined", so why let dice mess that up?
When it comes to warfare, Chess follows the same mantra. If you can maneuver a piece to a specific position, you automatically take the opposing piece.
The combat is a foregone conclusion, so why dice for it? Fusilier , et al essentially provides a set of conditions that define when an attacking unit forces the defending unit to retreat.
Units are destroyed when they retreat into a "killing ground", which is essentially into a friendly or enemy unit or into new terrain. The battle is one of maneuvering units to make conclusive attacks that drive the enemy into killing grounds, destroying them.
When enough units are destroyed, the army breaks. In Fusilier , et al each army is 10 bases strong and has three ratings: Movement, Attack, and Break Point.
The Movement rating determines the number of units or groups that may move in a single turn. The Attack rating determines the number of attacks, on single enemy units, that the army may make in a single turn.
Finally, the Break Point is the number of units that the army may lose before it breaks in morale. A typical army has a Movement of 2, Attack of 2, and Break Point of 2 i.
These numbers may seem really low, but it actually forces the player to focus on only those attacks where they can win, and win strongly.
As a note, the Attack and Break Point ratings are defined as: Bad troops, poorly led, trained, or equipped. Average troops, neither inspired nor cowardly.
Good troops, we armed, trained, and led. Inspired troops, exceptionally led and trained. God-like troops who are destined by God to win an empire.
For the Movement rating, cavalry armies tend to have at least a 3 with great cavalry armies having a 4. Infantry armies have a rating of 2, with particularly sluggish armies like Early Greek Hoplite having a 1.
All use essentially the same system: each unit is a single base and all bases are a standard width. Any grids are one base width in size.
Infantry move one base width and cavalry moves two base widths. When units retreat light infantry retreat two base widths, heavy infantry one, and cavalry two.
Maneuvering is where a lot of the differences are in the units. Light Infantry units are the most maneuverable, by far, with everyone else fairly limited to how they can move.
Given that this is a game of maneuver, this is the section of the rules that players have to place the most attention. Once you get into a bad position, it is very hard to maneuver out of it.
The Movement rating of the army indicates the number of units or groups that can move. If units are grouped together bases touching and all facing the same direction then moving that group only uses one Movement point like a Command PIP in DBA.
So grouping units together is very important and as time and the effects of combat and terrain come into play, your forces will fragment into smaller groups, therefore limiting how many units can move each turn.
Terrain has little effect on movement. You can either move through it or you cannot. It did have a great feel. I love the way the cavalry battles swirled back and forth.
It also had a very interesting feel. There is some of this in Ritter — if you have nothing but trash troops and your enemy is all knights or something, you are in for a tough time.
The Mongols are tough not because they have mounted troops, but because they have superior movement and attack, along with being fairly resilient.
It's an idea I have not figured out how to port to rules that use dice. But I feel it represents some things other rules miss.
Charles the Bold's army, for instance, is tough in many rules. It has longbows, pikes, knights, like a Swiss Army knife of the wargame table.
Historically, it didn't have much internal cohesion and Ritter lets you represent that easily. I recently bought some painted French and have not been able to rebase them yet.
Some are on 2" wide bases, and others on 60mm wide bases. I had to bring in my Spanish in white uniforms and bicornes to fill in as French.
It is a mess, but it is all functional. The Prussians look much better. I had to improvise a little bit for the Grenadiers and Guard Grenadiers, but they never really got into the action anyway.
Here are the troops in their starting positions. No comments:. Newer Post Older Post Home. Subscribe to: Post Comments Atom.
Saga Review and Test Battle. Onslaught Miniatures 6mm Sci-Fi Figures. There was a post on The Miniatures Page about a "new" company making 6mm sci-fi figures: Onslaught Miniatures.
I took one look a If you saw the "One-Hour" title and thought "Neil Thomas has put out another one", well you thought like I did.
But no, Drums and Shakos Large Battles Playtest. As always, let me start off by welcoming new reader TasminP. I hope you enjoy the read. As I threatened in my blog entry about Drums and Painting 6mm Figures.
I have shown several people my 6mm figures that I have painted and the comment I always get, which is often similar to what I read on the fo It does not bode well for Sergeants Miniatures Game.
First, let me start by saying that I did not label this post as a "review".