Von Rittern, Königen und Drachen. Wir stellen euch die besten aktuellen Mittelalter-Games vor, die ihr gespielt haben müsst! Schnelligkeit: Reise auf die Ritterburg. Das brauchen Sie: Musik; Stühle oder Kissen. Beim ersten Spiel des Ritterturniers müssen die kleinen Ritter ihre. Kinder spielen Ritter in unserem Projekt Ritter im Kindergarten. Flucht aus der Ritterburg ist ein lustiges Bewegungsspiel. [Weiterlesen ] Kategorie: Ritter.
Ritter-SpielVon Rittern, Königen und Drachen. Wir stellen euch die besten aktuellen Mittelalter-Games vor, die ihr gespielt haben müsst! Schnelligkeit: 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.
Ritter Spiel Blog Archive VideoDer WITZIGSTE KAMPF?! (Ritter Simulator)
Ritter Spiel Feature-Kombinationen Ritter Spiel. - Crusader Kings 3Entweder die Kinder müssen, wenn das Drachenei Stadtwerke Kronshagen, wieder zurück an den Start, oder sie dürfen es einfach wieder aufheben und weiterlaufen, oder aber die Mitspieler scheiden aus dem Rennen aus, wenn das Ei runterfällt. Joynclub Ritter Spiel puts the rules on a grid, rather than using free-form Ritter Spiel. Maybe because they will not be everyone's cup of tea. If you saw the "One-Hour" title and thought "Neil Thomas has put out another one", well you thought like I did. As a note, the Attack and Break Point ratings are defined as: Bad troops, poorly led, trained, or equipped. For many years thereafter, the III Corps retained an aura of invincibility. But back on point, many situations were simply "pre-determined", so why let dice mess that up? He also sent urgent appeals to Bernadotte and Capri Eis Kcal I Corps to support him. There are also a number of optional rules, including those who cannot do without their dice. No one liked them but me. They were convenient. You Euro Palast put in all of these goodies and thought up a Lena900 line. I hope you enjoy the read. If you have ever heard of matrix gamesSpiele Mit D were probably reading about one of Chris Engle's games. I saw a copy in some random hobby shop while I was traveling for business somewhere. The combat is a foregone conclusion, so why dice for it?
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. I can see adding some extra rules, however, like woods and towns breaking formation, but currently the rules have none.
Combat Combat is conducted by indicating a unit that is attacking and the units supporting the attack, and the unit being attacked. The players then go down a list of combat results, finding the situation that matches the condition of the attack, and read the combat results which are almost always "are defeated".
Now I cannot give you the whole combat results lists — that is the intellectual property of Chris Engle and why you buy the game after all — but I can give you a sense of it.
Missile unit with two unopposed supporting missile units defeat everyone. To count as "supporting" a unit must be be able to attack the same target.
So if it is melee, they have to be adjacent and facing the target unit; if missile combat they have to be in range, line of fire, and line of sight.
In order to count as "unopposed" the supporting unit cannot be adjacent to an enemy unit other than the target. I had incorrectly taken it to mean that a unit would also be opposed if opposite an unengaged enemy missile when using missile combat, and quite liked it that way.
The list of combat results is in a specific order, ranking from most likely to least. For example: All troops defeat troops attacked in the rear or flank.
All troops defeat civilians. If a unit of Peasants civilians attack a unit of Knights from the rear it wins the combat because the rule "All troops defeat troops attacked in the rear or flank" has higher precedence than the rule "All troops defeat civilians".
If the Peasants were attacking from the front it would be a disastrous attack, resulting in their defeat. Not much of a reason to make that attack then!
All of the combat results lists are pretty much the same from rule set to rule set; each just provide variations based on the period and genre reflected by the rules.
Those sorts of rules, however, would not be in Fusilier , which is set in the Horse and Musket era. Those rules, however, would have rules about arquebuses, musketeers with and without bayonets , and artillery, which Ritter , set in the ancient and medieval times, would not.
All in all the combat works pretty well and you get the hang of the order in the list, so often you don't even need to reference it except in special circumstances.
It includes muskets, so it spans Ritter through Fusilier. But the army lists came from Fusilier, not Ein Ritter Spiel. I like the distinction between light and heavy infantry and did not feel the inclusion of skirmisher was necessary for Fusilier.
I also felt that ERS was clearer in its writing. As far as I know, ERS is not published. Chris gave me the rules for free when I ordered Ritter and Jabberywocky off of his web site.
Good to hear that another person knows and has tried the rules. I agree that it would do well with a good campaign system.
Sorry - only verified members can post on the forums. March Attack Rating:. 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". I did not get deep enough into the game to actually re Command and Colors Variants.