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Renaissance Of Infantry: Tactical Warfare, 1250 A.d-1550 A.d box art

Renaissance Of Infantry: Tactical Warfare, 1250 A.d-1550 A.d

Players

1-2

Time

?-?

Age

12+

Weight

3.25

Rating

6.47

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 3.0

Luck-sensitive

Table feel

The game has a high level of direct confrontation and strategic depth, with frequent interaction among players. However, there is less emphasis on cooperation.

Replay value

The game offers a high level of variability, strategic depth, and scalability. The presence of expansions adds to the replay value. While it may take some time to learn, the game offers a rewarding and fresh experience each time it is played.

Luck profile

The final luck score for Renaissance of Infantry: Tactical Warfare, 1250 a.d-1550 a.d is 6. The game has a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate randomness through strategic decisions, luck still plays a significant role in determining the outcome. Overall, the game requires a combination of luck and strategic planning to succeed.

Overview

Renaissance of Infantry Tactical Warfare 1250A.D. - 1550A.D. An Historical Simulation Game, the time is: afternoon, 25 October 1415. RENAISSANCE OF INFANTRY (originally Strategy & Tactics magazine #22) (Tactical Warfare, 1250AD to 1550AD) 20 different scenarios Melee and Fire combat Bonus PanzerBlitz mini-game Re-fight the battles of Bannockburn, Crecy, Bicocca, Agincourt and many more. Renaissance of Infantry marks the beginning of a whole new line of games. The units in the game are composed of no more than 500 men. Each hex represents 100 meters and each turn represents approximately 20 minutes. During this historical period, the mounted "man-at-arms" (or "knight in shining armor") fell prey to the better organized and disciplined infantry. After eight hundred years of dominance, the armored horseman again became a second class warrior. The game shows how, and why, infantry lost their traditional dominance -- and how they regained it. There are 20 different games. Each is a historical battle with its own order of battle, set-up and victory conditions. Some of the units included in the game are: militia pikemen, crossbowmen, pikemen, arquebusiers, swordsmen, longbowmen and heavy cavalry.

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