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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.
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.
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.
Ein Ritter Spiel puts the rules on a grid, rather than using free-form movement. 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. 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.
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.Nur ein schlauer Ritter ist auch ein guter Ritter. Spiele Mottos Backen Basteln. Die Hütchen basteln Sie Alle Sportwettenanbieter einfachsten aus Zeitungspapier.