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FP Large Units classed A
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FP Large Units classed A
Large Units of FP classed A : they not are too powerful !
Indeed, since they can move sideways or make oblique movements, they can easily prevent flank charges.
If you're able to read french, I invite you to look at this battle report between Swiss Confederates and Italian allies (Milan and Venice).
It's here : http://lachargedesfigurines.forumactif.com/t140-impetus-compte-rendu-de-partie-suisses-italiens#1051
Indeed, since they can move sideways or make oblique movements, they can easily prevent flank charges.
If you're able to read french, I invite you to look at this battle report between Swiss Confederates and Italian allies (Milan and Venice).
It's here : http://lachargedesfigurines.forumactif.com/t140-impetus-compte-rendu-de-partie-suisses-italiens#1051
Bobo- VBU 2
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Re: FP Large Units classed A
they're powerful but they are very expensive
So they're outnumbered and cannot be everywhere so whilst they might counter the first flank charge, the second and the third will get them
So they're outnumbered and cannot be everywhere so whilst they might counter the first flank charge, the second and the third will get them
Jim Webster- VBU 7 h.c.
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Re: FP Large Units classed A
Sure ! but during the game we played, at anytime these units suffered flank charges... thanks to sideway moves allowed them to always face any threat, thanks also by the best initiative level of their commanders.
So the combination of this two improved features was deadly ! too much ?!
So the combination of this two improved features was deadly ! too much ?!
Bobo- VBU 2
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Re: FP Large Units classed A
You have to concentrate forces on them. After all, however good the initiative of the commanders, they cannot face three threats at once
We never see a lot of these units because they do cost so much and players discover they are then in danger of getting mobbed by a larger force which either leaves a token force to face off the expensive unit, and concentrates on the rest of the army, or the expensive unit gets taken apart by several cheaper ones
We never see a lot of these units because they do cost so much and players discover they are then in danger of getting mobbed by a larger force which either leaves a token force to face off the expensive unit, and concentrates on the rest of the army, or the expensive unit gets taken apart by several cheaper ones
Jim Webster- VBU 7 h.c.
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Re: FP Large Units classed A
I agree with Jim. I play Swiss and the A class pike blocks are tough but they are very expensive, are high VD and quite vulnerable to flanking (because they will lack many support units.) The keys is to get them stuck in and then flank charge them. High VBU quality cavalry with a commander can do that. A VBU 8 CP unit will eventually lose to the pike block but they will be able to hold it up for several turns giving several opportunities for a flank attack.
Gaius Cassius- VBU 7 h.c.
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Re: FP Large Units classed A
Yes I agree also. Rarely take A grade troops unless I have to. 'Too many eggs in the one basket' for my liking.
Tartty- VBU 7 h.c.
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Re: FP Large Units classed A
in Impetus 2 all Units will be able to move oblique/side if not in Disorder. This will be the last of their movement actions (unless they are CL, CM or S).
Large Units (and Elephants) can do that but just up to 1H.
Just to know
Large Units (and Elephants) can do that but just up to 1H.
Just to know
dadiepiombo- Admin
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Re: FP Large Units classed A
dadiepiombo wrote:in Impetus 2 all Units will be able to move oblique/side if not in Disorder. This will be the last of their movement actions (unless they are CL, CM or S).
Large Units (and Elephants) can do that but just up to 1H.
Just to know
I presume that they can do this without going into disorder.
This is a reasonably large change from Impetus. What is the thinking behind this? I am asking this more in game theory than as a historical question. What is currently lacking in Impetus in your mind Lorenzo that this change addresses?
Gaius Cassius- VBU 7 h.c.
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Re: FP Large Units classed A
I'm thinking it's connected with the new reaction system in some way ?? (guessing here ) More fluid movement, as simply moving can trigger a reaction opportunity by the inactive player. As in Baroque.
Still can't oblique into contact though...that hasn't changed I don't think.
Still can't oblique into contact though...that hasn't changed I don't think.
Tartty- VBU 7 h.c.
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Re: FP Large Units classed A
One of the things I like about Impetus is that it limits "sliding" on the table top. I like this as a game concept. I remember one game poorly deploying and trying to realign my army. So I side stepped most of my army in the first move disordering it. My opponent immediately tripled marched across the table and was upon me before I could fully reorder my troops. I was thoroughly thrashed (as I should have been). Again, I am open to change. I'd just like to know what the problem is that is being addressed.
Gaius Cassius- VBU 7 h.c.
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Re: FP Large Units classed A
sorry if I'm here no so regularly, but I dedicating a loto of time to the layout of the rules (and struggling with other business and some health issues)
Impetus 2 has as objectives
1) more interaction (on Baroque style)
2) beeing fast
These 2 points are connected. A more interactive game risks to slow down the game istself, so where possibile movement and losses are improved (more manouvrability, at least 1 die on shooting etc)
Impetus 2 has as objectives
1) more interaction (on Baroque style)
2) beeing fast
These 2 points are connected. A more interactive game risks to slow down the game istself, so where possibile movement and losses are improved (more manouvrability, at least 1 die on shooting etc)
dadiepiombo- Admin
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Re: FP Large Units classed A
Thanks Lorenzo. Appreciate comments.
May I humbly suggest that when Impetus 2 is published that you make available a one or two page pdf explaining the major divergences from Impetus and your thinking behind the change. I am mostly thinking in game terms. For instance knowing that you'd like to provide more interactions between players in Impetus 2 and streamline systems to make it faster in compensation is helpful. I think knowing your thinking on the game design will help those of us who already enjoy and play Impetus make the shift to Impetus 2.
May I humbly suggest that when Impetus 2 is published that you make available a one or two page pdf explaining the major divergences from Impetus and your thinking behind the change. I am mostly thinking in game terms. For instance knowing that you'd like to provide more interactions between players in Impetus 2 and streamline systems to make it faster in compensation is helpful. I think knowing your thinking on the game design will help those of us who already enjoy and play Impetus make the shift to Impetus 2.
Gaius Cassius- VBU 7 h.c.
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