Von Rittern, Königen und Drachen. Wir stellen euch die besten aktuellen Mittelalter-Games vor, die ihr gespielt haben müsst! Im Ritter-Spiel steigst du vom kleinen Vasallen zum König auf. Sammle bessere Ausrüstung und Erfahrung und gründe deinen eigedernen Ritterorden. Erledige Aufgaben und gewinne ritterliche Duelle, um Nachfolger des Königs zu werden. Das Ritter-Spiel gibt es kostenfrei für dein Smartphone oder Tablet.
Die 10 Besten Mittelalter-GamesSchnelligkeit: Reise auf die Ritterburg. Das brauchen Sie: Musik; Stühle oder Kissen. Beim ersten Spiel des Ritterturniers müssen die kleinen Ritter ihre. Im Ritter-Spiel steigst du vom kleinen Vasallen zum König auf. Sammle bessere Ausrüstung und Erfahrung und gründe deinen eigedernen Ritterorden. Ritterspiele für Draußen und Drinnen. Mit der Austragung von Turnieren übten die Ritter in der kriegslosen Zeit ihre Fähigkeiten. Hier konnten sie in voller Rüstung.
Ritter Spiel Blog and Forum Pages VideoCatan: Städte \u0026 Ritter (Erweiterung) - Die Siedler von Catan - Spielvorstellung und Regeln
My hope is that I will be able to limit my dioramic basing to the Waterloo campaign troops only with all of the other troops on 40mm wide bases.
We will see. For this game I am using either four 20mm infantry bases or two 40mm infantry bases and four 20mm cavalry bases or a single 40mm cavalry base.
The artillery units are all 40mm square bases. My French are the worst when it comes to being on different basing schemes.
So I had to improvise with them. 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 have been using a set of rules for a while that I have never reviewed before.
Not sure why I have not reviewed them. Maybe because they are pretty obscure and are relatively hard to get. Maybe because they will not be everyone's cup of tea.
I think they have some interesting ideas, which is why I decided to finally review them. What is it all about? If you have ever heard of matrix games , you were probably reading about one of Chris Engle's games.
But these rules are not matrix games. Rather, they are the rules that Chris used to fight out the battles that resulted from playing his military campaigns run as matrix games.
Here is the history from Chris: Starting in the late 's I began running military campaign games at conventions using a Matrix Game.
This allowed players to run whole wars, with a minimum of rules, in under four hours, battles included! Because of this I had to develop miniatures battle rules that would allow players to play a small battle in five minutes and a large battle in fifteen or twenty minutes.
A hard standard to meet, but the result is the game presented here. So, if you are not playing a campaign game, why would you want a set of miniatures battle rules that play the games out in 20 minutes?
Well, perhaps one of the reasons why I have not played many campaign games is because the battles themselves take so long to complete that players lose interest well before the campaign completes.
In the last two campaigns I played — both using Memoir 44 — it took us at least three gaming sessions of about four hours each to complete each one and these were published campaigns.
There were at least four campaigns in each of the books — so about eight campaigns — and we never even got to the other six because of fatigue.
But that is not why I bought the rules. I saw a copy in some random hobby shop while I was traveling for business somewhere.
What caught my eye was the subtitle on the rules: "a diceless battle game for miniatures". If you see this title online be careful, as there are several other rules out there with the same name.
The odds are great that it is not this game unless it says the author is Chris Engle. The first miniatures game I purchased that had diceless combat was The Compleat Brigadier.
No one liked them but me. It had you writing order and there was that whole "diceless" thing. Everyone wants to roll dice.
There is the physicality of the process and the suspense. But I feel that with some games the rules author clearly weren't paying attention in a couple of their math classes when they were kids.
Some of the variations are wild. Some don't roll enough dice in order to try and smooth out the die rolls, resulting in games that are simply die rolling contests.
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? Some years back I played a number of games using Ritter.
It was so fast that it really cried out for use in a campaign, most games taking minutes when using 10 units per side. 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.
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