游戏简介
Regimental Chess was generated from the desire to create a solid game emulating the strategy and tactics of battle. Strategy being the art of positioning ones formations. Tactics being the art of how they fight. At first, the creator of this game increased the number of pieces and the size of the battlefield. The quick realization is that chess evolved into, and solidified, into a board 8 squares by 8 squares for good reason. The two small armies are therein locked into combat where every position counts. Increase the size of the field or the army, and all that is lost.
Then came the epiphany: move multiple pieces in formations rather than just one piece at a time. Formations that are governed by rules. Formations that can be broken apart. No point system is necessary. If a formation breaks up or loses pieces through attrition, it simply becomes less effective as a fighting unit until it is either annihilated or becomes too small to remain relevant to the battle.
It then became a matter of experimenting with the numbers of pieces and size of the board to create a balance whereby every formation plays an important role in any given game.
In the Napoleonic Wars, well formed infantries defeated the cavalry charge because horses refused to charge into a wall of bayonets held by foot soldiers that no longer turned to run. But the same densely packed infantry made an easy target for an artillery strike. The artillery, in turn, was itself vulnerable to a cavalry charge. This historic dynamic of rock-paper-scissors underpins the balance of Regimental Chess.
The king is most often captured by a formation of rooks and queens, acting like a heavy artillery. However, this group has a difficult time capturing the king if he is surrounded by his horses. Because of the way they are formed and move, the horses are extremely vulnerable to charge of densely packed infantry. This infantry, in turn, can be quickly wiped out by the rooks and queens. It is all a matter of how many pieces are in each formation, how the formation is shaped and where it stands in relation to its enemies. For this reason, an immediate strike by bishops, albeit sacrificial, is best intended to wipe out as many rooks, queens and horses as possible, break up their formations and thus reduce the opponent’s offensive and defensive capabilities.
Multiple Board Regimental Chess emulates the battle a general must wage along a broad front, with multiple divisions and commands, each carrying out and issuing orders. Each division protects the flank of the next division. Forces must shift along the backfield to defend against points of attack, or to mass forces and attack where opportunity presents itself.
After all is said and done, we’re extremely pleased with the game we’ve created and we hope you enjoy it as much.
If your intellect has a brutal streak, or your brutality has an intelligent edge, this is the game for you.
军团国际象棋的产生是为了创造一个可靠的游戏,模拟战斗的策略和战术。策略是定位组队的艺术。战术是他们如何战斗的艺术。起初,这个游戏的创造者增加了数量和战场的大小。快速的认识是,棋子演变成了8格的棋盘,并且固化成了8格的棋子。在这里,两个小军都被锁定在战斗中,每个位置都是重要的。增加场地或军队的规模,以及所有的损失。
然后突然显现出来:一次移动多个部分而不是一个部分。由规则管理的组织。可以分解的地层。没有积分制度是必要的。如果一个阵型通过消耗而分裂或者失去了部分,那么在战斗单位被歼灭或者变得太小以至于不能与战斗相关的时候,它就变得不那么有效了。
然后,它成为一个试验棋子的数量和规模的问题,以创造一个平衡,每一个形成在任何给定的游戏中发挥重要作用。
在拿破仑战争中,结构完整的步兵击败了骑兵的冲锋,因为马匹拒绝向不再转身的步兵士兵的刺刀墙上冲锋。但同样密集的步兵制造了一个轻松的炮击目标。反过来,炮兵本身也容易受到骑兵的攻击。这种石头剪刀的历史性动态是国军象棋平衡的基础。
国王常常被一群白嘴鸦和王后俘虏,就像一个重型火炮。然而,如果这个团队被他的马包围,那么这个团队就很难夺取国王。由于它们形成和移动的方式,马很容易受到密集步兵的攻击。反过来,这个步兵也可以被车王和皇后迅速歼灭。这是一个问题,每个地层有多少块,这个地层是如何形成的,以及它与敌人的关系。因此,主教立即罢工,虽然是牺牲,但最好是尽可能多地歼灭马,马,马,破坏阵形,降低对手的攻防能力。
多局国军国际象棋模拟一般将必须广泛前沿工作的战斗,有多个部门和命令,每个执行和发出命令。每个部门保护下一个部门的侧翼。部队必须沿着后场转移,防御攻击点,或者在有机会出现的地方集结部队和进攻。
毕竟是说完成了,我们对我们创造的游戏感到非常高兴,我们希望你喜欢它。
如果你的智力有一个残酷的条纹,或者你的残忍有一个聪明的优势,这是你的游戏。
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