The table below shows the sizes of the bases, according to scale, but what about the number of figs? Anyway here some pictures of Units that can help you as a guide and provide some inspiration. The 2 bases can work both as opponent bases and as a Warband Large Unit 15mm. Venetian condottieri Mirliton. In this scale 6 to 8 figs are the ideal choice for CP or CM. In 28mm you can save a couple of models.
|Published (Last):||8 February 2012|
|PDF File Size:||20.73 Mb|
|ePub File Size:||1.21 Mb|
|Price:||Free* [*Free Regsitration Required]|
An obsessive Napoleonic gamer for many years, I have only recently about a year crept into this black hole of the gaming world. Starting off with the Hail Caesar rules and being happy with them as an introductory set, I have tried a couple of other rules here and there.
Impetus is the latest rules system that I have gravitated to Impetus originated in Italy and is published by Dadi and Piombo. I started, as most gamers have done, by downloading the free rules Basic Impetus and trying them out before jumping into the more complex and comprehensive Impetus rules.
As a plug, Basic Impetus 2 was just released and is highly recommended for anyone interested in the rules. As for this review, it will be focused on the full Impetus rules. An Extra Impetus publication featuring a myriad of army lists for specific periods Scale Each unit represents hundreds of men.
Basing for all figure scales are included in the rules. Since I have units at 15mm scale, each unit has a frontage of 8 cm and adjustable depth based on the type of unit. A typical unit of infantry Units have point values and Impetus armies typically consist of , , or points for competition purposes -- I am primarily a scenario gamer. Ground scale is based on a standard distance called "U," which equals meters in real-life distance.
For example, "U" for 25mm equals 2 cm on the table, while "U" equals 1 cm for 15mm scale figures. Each turn simulates approximately minutes of time. The first step is to decide Initiative, which is very different than most rules. An Impetus army consists of commands consisting of multiple units each. To decide Initiative, each player designates one of their commands, adds any leadership bonus, and rolls 2d6.
The command with the higher score moves. The command with the initiative activates one unit at a time, either rallying off disorder, placed on opportunity unit can react to the enemy , moved, fired, or charged into melee.
After all units complete their actions, the opposing commanders designate 2 more commands and roll for initiative again. When all commands have been activated on both sides , the turn is over and the next turn begins. Command and Control One of the biggest differences between Basic Impetus and Impetus, command and control is one of the primary aspects of the full rules system.
Each army list contains a Command Structure CS rating of good, average, or poor. Each commander has a rating from Charismatic to Cowardly that also dictates how many rallying attempts can be conducted as well as the dice bonus for Initiative rolls.
Moving and Discipline Tests Moving units, as opposed to rules like Hail Caesar, is pretty restricted. An oblique move or movement to the rear will result in disorder unless the troops are considered light.
Multiple moves require a passed discipline test or disorder results. Broken or Difficult ground severely restricts movement as well. The bottom line is that lighter infantry or cavalry are more flexible in movement, while more disciplined troops and a higher command structure are easier to move around the battlefield.
This sounds pretty realistic to me. There is an additional rating for typically barbarian troops, called "Impetuous. Disorder must be avoided as much as possible. Disorder affects movement, firing, combat-- pretty much everything in the game. As an admirer of realism in miniatures rules, I prefer this approach. Impetus is especially popular as a tournament game Opportunity Placing a unit on opportunity allows the unit to react to the enemy in future phases.
The unit on opportunity may fire, opportunity charge, or countercharge. Units within 5"U" of an enemy unit may also react without being placed on opportunity. This is a great way for the non-activated side to remain engaged and turn the game away from a strictly IGO-UGO system.
I need to spend a bit more time with the opportunity rules -- I find that this is one of the more complex concepts within the system. Firing Firing also makes up a major part of the system. Typically, lighter troops or skirmishers conduct firing with the exception of a few heavy infantry units, most notably the Roman pila.
Firing can cause disorder or actual casualties. Firing is range and weapon dependent. Bonus dice are added to the VBU and rolled for hits. The number of hits are then rolled against the critical number VBU rating plus or minus other modifiers to determine actual casualties.
Firing can be damaging but is typically not as decisive as combat. Only units with an Impetus rating of at least 1 may charge most skirmishers for example have a rating of 0 and therefore cannot charge. Charged units may attempt to countercharge or, if skirmishers or light cavalry, may evade. Charging units add their VBU and their Impetus rating to determine the number of combat dice to throw. A defeated unit must retreat rolled dice a certain distance.
Period-flavor rules To add to the realism of the system, there are several special rules for specific armies. For example, the Roman practice of throwing pila either before charging or receiving a charge is covered. Another example is the Shieldwall rule for the Dark Ages. A unit forming a shield wall is restricted in its movement, but if receiving a charge cancels out the Impetus rating dice of the enemy. Other rules like forming large units, scythed chariots, long spears, and pikes are contained in the rules.
This adds considerable period flavor to the system. Final thoughts After only about a half-dozen games, I have found Impetus to be a very smooth playing game, but one loaded with subtlety and tactical challenge.
As for the jewels of the system, I think the command and control and discipline rules are the strengths of Impetus. VBU and the Impetus ratings truly demonstrate differences between different types of troops in an easy to understand format.
When it comes to close combat, a sword kills as easily as a spear. The addition of special rules detailed above provide the necessary historic flavor to a period that spans such a great period of years.
Although Hail Caesar, for example, looks great on the table, Impetus requires a smaller number of figures to field an army. It is therefore less expensive to field full armies for any game. So, in summary, I feel that Impetus is a challenging, yet not overly complex, game that should satisfy any serious gamer. Posted by.
BASING FOR IMPETUS AND BASIC IMPETUS