Latest topics
» Kriegsspiel: A Bridge Too Far (AAR)by Martin Yesterday at 6:31 pm
» targeting artillery targets
by Saucier Tue Oct 29, 2024 12:15 am
» Grog can't make it
by Grog Fri Sep 13, 2024 5:59 pm
» Toggle vegetation = true not working
by popeadrian Fri Aug 30, 2024 11:43 pm
» 1862 Kriegsspiel manual by Von Tschiscwitz
by modron Thu Aug 29, 2024 8:23 pm
» SOW Scenario Generator
by popeadrian Sun Aug 25, 2024 5:39 pm
» Guide to map making?
by popeadrian Wed Aug 14, 2024 1:44 am
» SOWWL Artillery batteries
by Uncle Billy Thu Jul 11, 2024 3:15 pm
» Set Up for SOWWL NAPOLEON GAMES For Kriegspiel style
by Uncle Billy Tue Jul 09, 2024 10:35 pm
» The New SOWWL Is Now Available On Steam
by Grog Mon Jul 08, 2024 8:14 pm
» Boxed KS set Wallington NT near Morpeth
by Martin Sat Jun 08, 2024 3:50 pm
» Help Request-Artillery Behavior
by Dutch101 Mon May 27, 2024 4:08 pm
Statistics
We have 1600 registered usersThe newest registered user is Moromir
Our users have posted a total of 30539 messages in 2305 subjects
Log in
Adaptations for Renaissance Period?
2 posters
Page 1 of 1
Adaptations for Renaissance Period?
Just getting into Kriegsspiel (TooFatLardies edition) and would very much like to know if anybody has come up with adaptations--the more detailed the better--of the original rules for Renaissance/Pike-Shotte games (Great Italian Wars in particular). Any thoughts on this?
usmjgb- Posts : 1
Join date : 2010-04-10
Re: Adaptations for Renaissance Period?
usmjgb wrote:Just getting into Kriegsspiel (TooFatLardies edition) and would very much like to know if anybody has come up with adaptations--the more detailed the better--of the original rules for Renaissance/Pike-Shotte games (Great Italian Wars in particular). Any thoughts on this?
Hi the key to any Kreig game IMO is simple rules for combat. The players are divorced from the combat mechanism so they don't need to know X + Y = Z all they want is a quick resolution, so as long as you keep it simple and it can be resolved on one dice roll that is the key thought to pass onto you. Movement rates are pretty much the same through time until you get to a mechanised force.
It is all about manoeuvre and where the player wants his force to be and if he wants to fight at that location. The actual mechanics of fighting become redundant to players in this style of game. To explain further the players are kept away from the table in our games and don't get to see the mechanics, all they get is a report of the results, which is pretty much real life for generals....
MJ1- Posts : 724
Join date : 2009-01-04
Page 1 of 1
Permissions in this forum:
You cannot reply to topics in this forum