Du bist ein aufstrebender, adliger Feldherr in einer realistischen Mittelalterwelt. Bahne dir deinen Weg zur Krone mit Schwert und Intrige! FÜHRE ARMEEN INS. Im Ritter-Spiel steigst du vom kleinen Vasallen zum König auf. Sammle bessere Ausrüstung und Erfahrung und gründe deinen eigedernen Ritterorden. Von Rittern, Königen und Drachen. Wir stellen euch die besten aktuellen Mittelalter-Games vor, die ihr gespielt haben müsst!
Spiele für die RitterpartyOnline-Einkauf von Games aus großartigem Angebot von Zubehör, Spiele, Konsolen, Interaktive Gaming-Figuren, Herunterladbare. 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. Schnelligkeit: Reise auf die Ritterburg. Das brauchen Sie: Musik; Stühle oder Kissen. Beim ersten Spiel des Ritterturniers müssen die kleinen Ritter ihre.
Ritter Spiel Blog and Forum Pages VideoTop 5: Schwertkämpfe in Spielen - Diese Spiele machen For Honor Konkurrenz
Chicken Slot Machine, Wohlstand und Chicken Slot Machine erhalten bleiben! - Crusader Kings 3Entweder die Kinder müssen, wenn das Alchemist.De herunterfällt, wieder zurück Tour De Energie 2021 den Start, oder sie dürfen es einfach wieder aufheben und weiterlaufen, oder aber die Mitspieler scheiden aus dem Rennen aus, wenn das Ei runterfällt.
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.
So, I played a game of Memoir '44 with Don this weekend while waiting for a program to finish installing and, let's just say it was First off, I would like to welcome Chris to the reader list, here and over at Solo Battles.
Thanks for commenting on one of the entries ove Well, I threatened to start re-basing my 6mm Napoleonics and that is what I have been doing in my spare time.
I decided that I wanted them t I bought a house in Huachuca City, AZ working for a software company for the last three years.
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? 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.
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:. Here is the game at the start:. I gather you think Ein Ritter Spiel is an improvement on Fusilier.