Latest topics
» SOW Replay Viewer
by Uncle Billy Today at 12:00 am

» Sunday 20 May 2018 Napoleonic Kriegsspiel
by Martin Yesterday at 9:25 pm

» Impromptu Games
by Morsey Mon May 21, 2018 11:36 pm

» Discussion on Formations
by Grog Mon May 21, 2018 8:42 pm

» ✯ TWC - PBEM Strategy Wargaming Club ✯
by Lancier Mon May 21, 2018 8:05 am

» OOB accuracy of standard scenario's
by Uncle Billy Thu May 17, 2018 3:36 pm

» The Groghead Crew just finished a 1 1/2 year of Vol de a'igle III
by Iconoclast Wed May 16, 2018 9:16 pm

» 1914 WW1 Kriegsspiel
by Iconoclast Wed May 16, 2018 1:10 pm

» Experimenting with the KS Mod sound files
by Didz Tue May 15, 2018 1:45 pm

» A gift from the Southern California Kriegsspiel Society to the Kriegsspiel community of Little Gaddesden
by Martin Mon May 14, 2018 11:51 am

» Kriegsspiel in Battles Magazine
by Martin Sat May 12, 2018 9:53 pm

» SOWWL Napoleon Mod 1.27 Released
by Uncle Billy Fri May 11, 2018 6:41 pm

Statistics
We have 1013 registered users
The newest registered user is GeeDub

Our users have posted a total of 24764 messages in 1972 subjects
Log in

I forgot my password


Adaptations for Renaissance Period?

Go down

Adaptations for Renaissance Period?

Post  usmjgb on Sun Feb 05, 2012 3:55 pm

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

Back to top Go down

Re: Adaptations for Renaissance Period?

Post  MJ1 on Mon Feb 06, 2012 9:37 am

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 : 720
Join date : 2009-01-04

Back to top Go down

Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum