Die Gattung Kriegsspiele (auch Kriegspiele) umfasst ein breites Spektrum an Spielformen, die von den kindlichen Indianerspielen über die Ritterspiele bis zu. Dieser Beitrag richtet den Blick auf Videospiele, um die (welt-)politischen Dimensionen dieses gesellschaftlich weit verbreiteten Mediums. Many translated example sentences containing "Kriegsspiel" – English-German dictionary and search engine for English translations.
Saarland LeseTitel mit dem Tag "Kriegsspiel". Nach den neusten, meistverkauften oder reduzierten Produkten auf Steam mit dem Tag "Kriegsspiel" suchen. Empfohlen, weil es. von Ergebnissen oder Vorschlägen für "kriegsspiele pc". Überspringen und zu Haupt-Suchergebnisse gehen. Berechtigt zum kostenfreien Versand. Egal ob Shooter, Strategie oder Simulation, Online-Kriegsspiele fühlen sich in jedem Genrekorsett wohl und lassen dir als Spieler die Wahl für deinen.
Kriegspiele Multijoueur de masse en temps réel VideoDer zweite Weltkrieg 🎮 CALL OF DUTY: WW2 #001
Experience is sometimes overlooked factor which simply means 'veterancy level' of each unit. So for each year of fighting - starting from - some divisions would gain another veterancy level.
Infanterie-Division was mobilized before war, but it was part of HG C next to French border, so it didn't took part in any serious fighting or major campaign and so it hasn't additional exp in April The same goes with units mobilized after Fall Weiss.
HQs appear in two different ways in attacking countries. They aren't supposed to fight on the frontline, they're more like flavour units which present chain of command.
Defending countries' HQs aren't locked to prevent them from being destroyed in first battles. This rules are likely to change a bit in bigger scenarios like Barbarossa, where army HQs shouldn't be locked, as they, let's say, can't command units in Moscow and still stand in Warsaw.
Garrisons represent border troops and fortress units. They're usually locked and they're significant mostly for defending countries, however German Grenzschutz units are present as well.
Fast units are presented according to rules above. The more important issue is composition and model of the unit. Panzer-Division Kempf, 1.
Motorized, mechanized and special forces units have usually model resulting from army tier. Air units Flying artillery was treated in a bit different way.
In vanilla DH basic air unit is Geschwader. Instead of such approach I decided to go down and use Gruppe as main air unit.
It works pretty well - even countries like Poland or Czechoslovakia have reasonable air force and it is possible to fight with Luftwaffe from time to time.
I treated them as escort fighters unit. To sum up - if two subunits have similar role and range, they could be in one unit.
The game proceeds in the following way:. Kriegspiel is sometimes used in chess problems. In these, usual variations introduced by different black moves are replaced by variations introduced by different announcements.
An example of a Kriegspiel problem is shown at the right. White must checkmate Black in 8 moves, no matter where the black bishop initially is it is somewhere on dark squares and no matter what Black plays.
In a real Kriegspiel game, Black would not see White's moves, but for a problem in which White is to force a win, one must assume the worst-case scenario in which Black guesses correctly on each move.
For example, 1. Nf2 Bxf2 2. Kxf2 or Rxf2 is stalemate as well. So, White should not move either the knight or the bishop, because either might capture the black bishop by accident.
For the same reason, the white rook should move only to light squares — but only half of the light squares are reachable without visiting a dark square along the way.
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.
When this move is legal, the referee announces that the player has moved, and the turn is done. When the move is not legal, the referee also announces that the player attempted an illegal move, and the player must make a new attempt to move, until he makes a legal move.
All announcements by the referee are heard by both players. When a move gives check, the referee announces this, and also announces the direction in which check is given: either on the row, on the column, on the small diagonal, on the large diagonal, or by a knight.
However, the place of the checking piece is not told but sometimes can be guessed or deduced correctly. When a piece captures another piece, the referee announces this, and also the field where the capture has taken place.
For instance, the referee could announce: White has captured on d3. The referee does not announce with which type of piece the capture has been taken place, or which type of piece is taken.
There is one exception to this latter rule, namely en-passant capture is announced, for instance, the referee could announce: Black has taken en-passant on f3.
To avoid that players have to make long series of wrong guesses of pawn captures each turn, a player may ask: Are their any pawn captures?
The referee either answers No , if the player cannot capture a piece with a pawn, or Try! Alternativ kannst du in Crush the Castle mittelalterliche Burgen mit einem Katapult auseinandernehmen oder dir bei Super-Mechroboter einen eigenen futuristischen Kampfroboter zusammenbauen und andere Mechs zu Schrotthaufen verarbeiten.
Ganz egal, welches War Games-Genre dir am besten gefällt, ob du lieber auf realistischen beziehungsweise historischen Schlachtfelder aufräumst, Fantasy-Welten mit Fabelwesen, Magie und Schwertern oder Science-Fiction-Settings bevorzugst: Bei uns findest du sicher das richtige Kriegsspiel, mit dem du dir am Computer actionreich die Zeit mit Spielen vertreiben kannst.
Worauf wartest du also noch? Beweise dir und der ganzen Welt, dass in dir ein cleverer Stratege, Actionheld und virtueller Kriegsveteran steckt.