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Worauf wartest du also noch? Beweise dir und der ganzen Welt, dass in dir ein cleverer Stratege, Actionheld und virtueller Kriegsveteran steckt.
Für dich. Bau Spiele. Empire Spiele. Betritt das Schlachtfeld — mit den Kriegsspielen von Jetztspielen.
Kriegsspiele: Strategie, Shooter und Co. Militärspiele und andere Kriegsspiele, die du online spielen kannst, lassen sich grob in die folgenden Kategorien einteilen: Strategie: Kriegsspiele, bei denen du die Kontrolle über Truppen oder ganze Armeen übernimmst, Ressourcen sammelst, verwaltest und mitunter Basen aufbaust, fallen unter dieses Genre.
This was interpreted as a banishment: allegedly, he had made offensive remarks about his superiors. This disgrace was detrimental to the progression of his wargame for obvious reasons.
It wasn't until that the game was widely played in the military. Until then, it survived thanks to the efforts of a small number of wargaming clubs.
The earliest of these clubs was the Berlin Wargame Association. These clubs continued to develop Reisswitz's game, but they avoided mentioning his name in their publications.
In , the Berlin Wargame Association published a limited expansion to Reisswitz's system. In , they released a fresh wargaming manual which received a second edition in These updates sought to make Kriegsspiel more realistic, but they also made the rules more complicated.
Wilhelm von Tschischwitz published a Kriegsspiel manual in [c] that incorporated new technological advances such as railroads, telegraph, and breech-loading cannons; and which used conventional gaming dice.
In , Colonel Thilo von Trotha published his own wargaming treatise which went through three editions and had more complicated rules.
The Austro-Prussian War of and the Franco-Prussian War of broke a long period of peace for the German states, which made many officers feel a pressing need to better familiarize themselves with the conduct of war.
This led to a surge in interest in Kriegsspiel among Prussian officers. Lieutenant Wilhelm Jacob Meckel published a treatise in [d] and another in [e] in which he expressed four complaints about the overcomplicated rules of Kriegsspiel : 1 the rules constrain the umpire, preventing him from applying his expertise; 2 the rules are too rigid to realistically model all possible outcomes in a battle, because the real world is complex and ever-changing; 3 the computations for casualties slow down the game and have a minor impact on a player's decisions anyway; 4 few officers are willing to make the effort to learn the rules.
The only things he kept were the dice and the losses tables for assessing casualties. In , General Julius von Verdy du Vernois proposed dispensing with all the rules and tools completely and allowing the umpire to arbitrate the game entirely as he saw fit.
Kriegsspiel attracted little attention outside of Prussia before In , the French general Auguste de Marmont witnessed a Kriegsspiel match in Berlin and commissioned a translation of Reisswitz's manual which was submitted to the French army in March Many credited the Prussian army's superior performance to its wargaming tradition.
The Prussian army did not have any significant advantage in weaponry, numbers, or troop quality, but it was the only army in the world that practiced wargaming.
Baring, based on the system of Wilhelm von Tschischwitz, was published in for the British army and received a royal endorsement. Livermore published The American Kriegsspiel in In , a group of students and teachers at Oxford University founded the University Kriegspiel [ sic ] Club, which was the world's first recreational wargaming club.
Kriegsspiel has undergone a minor revival in the English-speaking world thanks to translations of the original rulebooks by a British wargaming enthusiast named Bill Leeson.
This summary is based on an English translation  of a wargaming manual written by Georg Heinrich Rudolf Johann von Reisswitz in Reisswitz's wargame was an instructional tool designed to teach battlefield tactics to Prussian officers.
It therefore aimed for maximum realism. The participants were expected to be well-versed in how battles were waged in the early 19th century.
This was particularly true for the umpire, who had to arbitrate situations which the rules did not cover using his own expertise.
Kriegsspiel is an open-ended game with no fixed victory conditions. The objectives of the respective teams are determined by the umpire and typically resemble the goals that an army might pursue in a real battlefield situation, such as expelling the enemy from a certain defensive position or inflicting a certain number of casualties.
The game is played between two teams and one umpire. Either team can have any number of players, but Reisswitz recommended 4 to 6 players each and that they be equal in size.
Only the umpire needs to be fully familiar with the rules, as he manipulates the pieces on the map and computes the outcomes of combat, whereas the players describe what they want their troops to do as if they were issuing orders to real troops in the field.
The map represents the battlefield. Troops on the battlefield are represented on the map by little rectangular pieces.
In Reisswitz's time, these piece were made of lead, but modern reconstructions typically use plastic. Each piece is painted with markings that denoted what kind of unit it represented cavalry, infantry, etc.
The dimensions of each piece matched the dimensions of the actual troop formation it represented, to the same scale as the map.
Thus, each piece occupied an area on the map proportional to the space the actual troop formation would occupy in the field.
The umpire establishes the scenario of the game. He decides what the tactical objectives of the respective teams are, what troops they are provided with and how those troops are initially deployed on the battlefield.
The umpire will then assign each team the appropriate troop pieces for their units. If there are multiple players in a team, the teammates will divide control of their troops and establish a hierarchy of command in a way that should resemble Prussian military doctrine, subject to the umpire's approval.
Players do not speak to each other. Instead, they communicate with their teammates and the umpire through written messages.
This is so that the enemy team cannot hear their plans. This is also so that the umpire can delay or block messages if he feels the circumstances on the battlefield warrant it.
In the early 19th century, officers in the field communicated over long distances through messengers there was no radio in those days.
Messengers needed time to reach the recipient, and could be delayed or intercepted by the enemy. The umpire can simulate this problem by holding on to a player's message for a round or two before giving it to the recipient, never giving it, or even give it to the enemy.
Likewise, the players command their imaginary troops through written orders, which they submit to the umpire. The players are not allowed to manipulate the pieces on the map themselves — that is for the umpire to do.
The umpire will move the pieces across the map according to how he judges the imaginary troops would interpret and execute the players' orders. The umpire places pieces on the map only for troops which he judges are visible to both sides.
If a unit disappears from the enemy army's line of sight, the umpire will remove the piece from the map and keep it aside.
Naturally, this means the participants must keep a mental track of the positions of troops whose pieces are not on the map.
The players themselves may be represented on the battlefield with pieces that represent officers and their bodyguards.
The positions of the officers on the battlefield affects how the players can communicate with each other and the troops.
Officers can be slain in battle like any other soldier, and if that happens the player ceases to participate in the game. The course of the game is divided into rounds.
A round represents two minutes of time. The diagonal lines look detailed and refined. I like the over all look better.
The down side is that diagonal line on everything can be confusing. Especially to us modern players used to NATO symbols. The Cavalry pieces are the square shaped ones on the ends.
The rectangle ones are infantry and artillery. Is the diagonal design more historical and traditional? Some have all rectangles, some have diagonals.
I feel that going with the bottom stickers would be easier for players today to use. I also like how the font size on this bottom row can be a little bigger.
Much easier for my aged eyes to make out. I also like the long horizontal line. Instantly makes me visualize rows of troops.
My only complaint against the bottom row really is aesthetics. They just look kind of plain and stark to me. I like the look and appearance of the middle row much better.
The big tall cubes also make the cavalry stand out easily and contrast with the sea of diagonals everywhere.
What are your thoughts? Which would you rather have? Do you have any other ideas or suggestions? Comment below or send us an email. It would help me to think about this if I knew what the type of each unit displayed is.
What is the info trying to be conveyed? I find the markings too similar for the middle set. My design criteria for game components include function over form.
Initially, I was completely about the middle style, but I have to admit that the rectangle style is growing on me.