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Finally there is my on-again, off-again relationship with paper soldiers that I sometimes write about. Kind of neat to see someone posting about these rules.
I bought two of them years and Chris sent the third along because he's a nice guy. Chris wrote a simplified proto-set for ancients on his blog a few years ago.
It's not diceless, but it's sort of RPGing wargames. Centurion is basically his Ritter rules mixed with Ein Ritter Spiel's use of a square grid, only he is more generous with movement in Centurion.
One critical difference, however, is that retreats are blocked to "a square that any enemy unit may legally move into by any kind of movement.
Thanks for pointing them out. Dale's Wargames. Last weekend I played the first miniatures game in a long time. Too bad the rules But it did help reinvigorate me to get back into miniatures gaming.
I have started painting and crafting again, and of course, obsessing over rebasing my 6mm Napoleonic troops. Part of the problem is deciding over which rules to use, all of which seem to have different basing requirements.
More on that another time. 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.
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. Post a Comment. Dale's Wargames.
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.