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BI2 tournament - 12 May 2018 - CANCELLED

Tue Jan 23, 2018 10:26 am by RogerC

EDIT I am very sorry, but I’ve had to CANCEL this tournament. I’ve …

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Vapnartak. Sunday 4th February 2018 Knavesmere Stand York Racecourse

Thu Jan 04, 2018 7:54 am by Cyrus The Adequate

Hi Gents

York is the usual first event in the UK Impetus calendar. This year …

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Basic Impetus 2 Comp, January 2018?

Mon Oct 30, 2017 10:03 am by Aurelius

I've brought the confirmed details for the Basic Impetus competition to the …

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Vapnartak York Feb 2018- format options?

Wed Oct 18, 2017 8:26 am by Cyrus The Adequate

Hi everyone

I was pondering the options for the York competition and wondered …

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Impetus Competition Derby Worlds 2017

Sun Jul 02, 2017 4:42 pm by Cyrus The Adequate

There will be a 28mm Impetus Competition at Derby World Wargames on 7th …

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Impetus at Derby?

Thu Apr 27, 2017 9:29 am by Cyrus The Adequate

Anyone interested ? 7th & 8th October at a new venue - Bruntingthorpe …

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Multi-Player Games ...

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Multi-Player Games ...

Post by GamesPoet on Fri May 22, 2015 1:42 am

Wondering if there are folks here who have experience with playing in multi-player large point total games using the Impetus rules?

If yes, what has worked well, and not so well, with such type of games?

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Re: Multi-Player Games ...

Post by Jim Webster on Fri May 22, 2015 11:50 am

At the club we always play multiplayer so that everybody gets a go. Each player has a command.

The advantage this has is because every command gets a go every turn you don't have the situation you get with some game systems where your command just sits there and you never get to do anything.

From the CinC's point of view you really want to try and match players to their duties. If a player is notoriously prone to avoiding combat and tends to dig in and wait to be attacked, giving him the attacking wing isn't going to end well
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Re: Multi-Player Games ...

Post by Gaius Cassius on Fri May 22, 2015 1:00 pm

How many players are you talking about and how many commands? I have run a lot of larger multi player games at conventions. I have found that the normal activation of commands  takes too long as each command is activated individually and most of the players stand around doing nothing. Not good. So what I do is have the commander in chief of both sides roll initiative. The side that wins goes first. To keep a little of the drama of Impetus I then allow the losing side's sub commanders to roll and try to beat the winning sides roll. If they beat the roll they can go ahead of the winning side. So the order is

1. Losing side's sub commanders (if they beat the other side's commander in chief's roll.)

2. Winning side's commands.

3. Losing side's commands.

This keeps the game moving along at a fairly quick pace.
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Re: Multi-Player Games ...

Post by GamesPoet on Fri May 22, 2015 2:17 pm

Two different types of games are currently under consideration ...

1. 6 players, one command each, could be hypothetical or based on a historical battle.
2. 8 to 12 players, maybe more, likely based on a historical battle.

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