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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? 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.
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. 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.
In the last blog post I provided a review for a set of rules by Chris Engle that cover a number of periods and genres. The background of the scenario is as follows: Napoleon mistakenly believed that most of the Prussian army face him at Jena, and ordered Bernadotte and Davout to concentrate and attack the Prussians from the rear.
As Gudin's infantry division advanced in a dense fog, it clashed with the Prussians in the village of Hassenhausen and drove them out. As the fog lifted, Blücher rashly led forward with the Prussian cavalry.
Gudin's men formed square and repulsed the assault. Davout could now see he was greatly outnumbered and ordered Friant and Morand to march to his aid immediately.
He also sent urgent appeals to Bernadotte and his I Corps to support him. Bernadotte, most likely out of professional jealousy, left Davout to fight alone.
Meanwhile Emperor Frederick and Brunswick, the Prussian commanders, were surprised to find French units to their front. Their indecision delayed massing the Prussian infantry and artillery to drive the French from Hassenhausen till 10 am.
By that time, Friant, with his division and the corps artillery, arrived to secure the French right and repulse the Prussians.
During the attack, Brunswick was killed and Schmettau was wounded, causing more command confusion. A full hour elapsed before the next Prussian attack went in against the weak French left.
The Prussian high command remained passive, and did little to bring up fresh troops. Davout on the other hand, wasted no time attacking and driving the Prussians from the field in the afternoon, winning the most signal victory of his career.
For many years thereafter, the III Corps retained an aura of invincibility. Napoleon was justifiably furious with Bernadotte and meant to court-martial his, but he never did — a mistake in retrospect.
I made a game board for this scenario some time ago. Why this particular scenario has been lost over time, but the idea was that it would make game setup and teardown much easier.
We thought "why don't they do this with all the scenario maps? They were convenient. I think I just wanted to see how it would turn out. I was right.
I pulled out my Baccus 6mm Napoleonic troops that I have been collecting for a while.Ritter Der Tierkreiszeichen. Finger vs Axes. Ähnliche Spiele ~ Ritter. Neu. Stupid Zombies 2. Mine Blocks. Papa's Freezeria. Papa's Cupcakeria. Papa's Cheeseria. Super Smash Flash 2. Papa's Donuteria. Earn To Die Part 2. Anime Summer Girls. Super Mario Flash 2. Chibi Maker. Anime Partners Dress Up Game. 9/25/ · The rules were Jabberwocky, Ritter, Fusilier, and Ein Ritter Spiel. I decided to play a game using a modified version of Ein Ritter Spiel (my game used a hex grid rather than the square grid specified by the rules), with a few additions from Fusilier due to the period being Napoleonics (I added in a troop type to represent the Cuirassiers. Wähle eines der kostenlosen Spiele von conquestyachts.com zum Spielen aus dem Bereich.