Stormfall: Age of War. Fantasy-Aufbaustrategie. Tribal Wars 2. Das beste Strategiespiel. Gerade auch Strategiespiele nehmen sich den Konflikt gerne als Vorlage, um euch selbst als Kommandant historische Schlachten nacherleben.
Die besten Militär- & KriegsspieleCall of War. Kriegs-Strategiespiel. Egal ob Shooter, Strategie oder Simulation, Online-Kriegsspiele fühlen sich in jedem Genrekorsett wohl und lassen dir als Spieler die Wahl für deinen. Einige Strategiespiele kombinieren die Subgenres, sodass die Karte mit rundenbasierter Strategie überwunden werden will, wohingegen im.
Kriegsspiele Strategie Browsing 2. Weltkrieg VideoHoi4 Wie Deutschland den raggifotonici.comieg gewonnen hätte#1
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Strategy , Indie , City Builder , Historical. Browse All Upcoming Releases. Narrow By Tag Indie 7, Casual 4, Singleplayer 3, Simulation 3, In dem Browserspiel Supremacy begibst du dich in die Zeiten des Ersten Weltkriegs und übernimmst die Führung einer der stolzen Kriegsnationen dieser Welt.
World of Tanks ist ein Onlinespiel, bei dem der Spieler feindliche Fahrzeuge zerstören muss. Im Gefecht stehen zwei Teams gegenüber und müssen ihre Gegner gänzlich zerstören.
Im Spiel wird eine hohe Auswahl an freischaltbaren Waffen aus dem Weltkrieg angeboten. World of Tanks ist ein Spiel mit dem Szenario des Weltkrieges.
Wargame ist im Winter angesiedelt. Der Spieler baut seine Basis und erweitert über taktische und strategische Manöver seinen Einflussbereich.
Das Echtzeit-Strategiespiel bietet zwei Modi. Im Blitzkrieg-Modus kämpft der Spieler allein gegen die Zeit. World of Warships ist ein actiongeladenes Schiffe versenken.
Der Spieler hat die Wahl aus drei Nationen. Die Ausstattung, Schiffe und Flotte werden schrittweise erweitert. Beim Kampf muss der Spieler auf die richtige Monitionsart und die Stärken und Schwächen der eigenen und fremden Schiffe achten.
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.
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