Wargame Mechanics Index

Ritter (work in progress)

Fully deterministic combat by a precedence-ordered rule list, with a cap on decisive attacks per turn and routs into crowded friends, so the game is about manoeuvre and herding the enemy.

A diceless ten-minute ancient/medieval battle game designed as the battle resolver for Matrix Game campaigns, playable with DBA or Armati armies. Armies have three numbers (moves per turn, killing attacks per turn, break point); combat is resolved by reading down an ordered list of situations, and 'killed' stands may rout away instead, enabling herding.

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Mechanics 14 · 3 distinctive

Close Combat

3melee

An army rating caps how many stands per turn may make decisive attacks; all other contact is inconclusive.

How it works

If an army has two killing attacks, two stands (not units) may attack for effect each turn, chosen by the attacker. This limits breakthroughs to a couple of places per turn so armies do not die in one round, and gives Matrix Game players a number to argue over.

Killing attacks is how many winning attacks can one make a turn. It is assumed that all the other soldiers are fighting to, but that their fights are inconclusive.
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3melee
Ritter Combat Resolution TableOrdered precedence resolution list

Combat is decided by reading down an ordered list of situations; the first entry that fits is the result.

How it works

The list runs from 'All types kill routers' and 'All types kill in flank attacks' through troop-specific entries down to 'Generals kill all types frontally' and 'If no other result fits then the fight is a draw'. Order matters: knights hitting double-rank pike frontally lose, because 'Double rank pike can not be killed frontally' precedes the overlap rule and 'Pikes kill all cavalry frontally' is the first entry that fits.

The order it is written in is important. The result is the first entry that fits the situation.
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2melee
Rock/scissors/paper killsTroop-type matchups

Specific troop types automatically kill others in given situations.

How it works

Examples: blades kill pikes frontally, warbands kill blades frontally, single-stand bow fire kills knights, pike and bow; elephants kill blade, spear, pike and warband; pikes kill all cavalry frontally; psiloi kill elephants; cavalry kill light infantry in the open, light infantry kill cavalry in rough; knights kill infantry one-on-one.

Blades kill pikes frontally Warbands kill blades frontally Bow fire of a single stand kills knight, pike and bow
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1melee
Flanks and overlapsSupport, flanks & overlaps

Flank attacks always kill, overlapping both sides kills, and cavalry need overlap on only one side.

How it works

Flank attacks are decisive for all types; any type overlapping an enemy stand on both sides kills it; cavalry kill with a single overlap; bow fire with two overlaps kills frontally; infantry in works cannot be killed frontally.

All types kill if they overlap the enemy on both sides Cavalry kills if they overlap the enemy on one side
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Movement & Manoeuvre

2move
Retreats and pursuitEvade, retreat & pursuit

A 'killed' stand may instead rout a full move directly away; if blocked it dies. Knights and warbands must pursue.

How it works

Routing stands turn their backs and move a full move (light infantry two stands) directly away; any that would bump a friend or foe or the table edge are destroyed instead, punishing crowded formations. The attacker may advance into a destroyed stand's space or make a full move to pursue a router; knights and warbands have no choice.

units that can not make a full move without bumping into another unit (be it friend or foe) is destroyed. So bunching troops up too closely in very dangerous.
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1move
Stand-length movementFixed movement allowance

Movement and bow range are measured in stand lengths, so base size sets the scale.

How it works

Infantry move one stand length, cavalry two; light infantry one forward or two when retreating; bows shoot two stand lengths. Movement is otherwise very liberal to avoid needing a referee.

Infantry moves one stand length a turn, cavalry moves two stand lengths a turn.
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1move

Stands placed together form ad hoc units that move together if all face the same way.

How it works

Units may move forward or back, wheel or oblique; stands curved into all-round defence cannot march together. Single stands may pivot freely and still move. Re-forming adjacent stands into a unit costs one movement point.

individual stands are placed next to one another into ad hoc units. Such units move together.
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Morale & Cohesion

1morale
Break pointArmy breakpoint

An army loses when it has lost its break-point number of stands.

How it works

Campaign battles use a low break point (1-3) to keep battles to about ten minutes; stand-up games use 4-6.

Break point is how many stands one can Lose before losing the battle.
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1morale

Routed stands can be rallied for one movement point but are otherwise nearly worthless.

How it works

A rally turns the routed stand around to face any direction but it may not move that turn; routers lose all fights.

For the cost of one movement point, a player can rally one of his routed units. The rallied unit turns around this turn.
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Command & Control

1cmd
Movement ratingCommand points / PIPs

A fixed army rating sets how many groupings may move each turn; rallying and reforming spend those points.

How it works

The Movement number is how many units/groupings can move per turn. Rallying a routed unit costs one movement point, as does joining stands within one stand of each other into a unit. The number is meant to be manipulated by Matrix Game arguments.

Movement is how many groupings of figures one can move a turn.
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Resolution Engine

3engine
Deterministic combatDeterministic / diceless

No dice are used; outcomes depend entirely on position and troop types.

How it works

Unpredictability comes from the limited moves and killing attacks per turn and the option to rout rather than die.

Though it is a deterministic game. I do not find it at all predictable.
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Forces & Unit Definition

1force
DBA/Armati compatibilityElement basing & representation

Uses DBA/Armati troop types and any basing, with stands as the unit of account.

How it works

Players can use existing DBA or Armati armies without rebasing; the author uses 6mm on US pennies.

So players can use their DBA armies to play Ritter without any remounting of figures.
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Scenario, Campaign & Victory

2scen
Matrix Game support gameCampaign linkage

Designed to resolve battles in Matrix Game campaigns, whose arguments can alter the army ratings.

How it works

The three army numbers (moves, killing attacks, break point) are deliberately few so Matrix Game players can argue to raise their own or lower the enemy's.

So the battle game has to have some kind of numbers that MG players can manipulate.
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Turn Structure & Sequence

1turn

One side moves and attacks, then the other, as in chess.

How it works

Each turn a player moves and makes his killing attacks; the defender gets no counter attack until his own turn. Bounds are of variable length, running from critical event to critical event.

Players alternate movement each turn, just like in chess. So first one side moves and attacks, then the other side moves and attacks.
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