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Heavy casualty question
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Gaius Cassius
Tartty
Roundie
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Heavy casualty question
Hi
I'm new to the game and have been really enjoying these rules. However, it is not a system that is commonly played in my area and as such I have been introducing friends to the rules. Most have, like me enjoyed the games, but some have questioned the casualty rules. When you roll up only 1 hit and your opponent then rolls a high CT and disappears. I have done some reading on the net a see there is a house rule floating around that basically says
1. you can't take more casualties from missile fire than hits taken
2. you only take 1 more casualty from melee than hits taken
Does anyone here use these rules?
Why or why not?
cheers
Roundie
I'm new to the game and have been really enjoying these rules. However, it is not a system that is commonly played in my area and as such I have been introducing friends to the rules. Most have, like me enjoyed the games, but some have questioned the casualty rules. When you roll up only 1 hit and your opponent then rolls a high CT and disappears. I have done some reading on the net a see there is a house rule floating around that basically says
1. you can't take more casualties from missile fire than hits taken
2. you only take 1 more casualty from melee than hits taken
Does anyone here use these rules?
Why or why not?
cheers
Roundie
Re: Heavy casualty question
No we don't use these house rules. I'm not a huge fan of changing rules ( any rules really ) and for impetus this would be a big one. House rule like that would change the game dramatically in my opinion. Impetus is a very dynamic game and the cohesion test fits in well with the other elements of the game I think. It's a delicate balance.
The other thing is the word 'hits' often misleads new players here ....the important roll is the cohesion test. Play a few more games first and then see how everyone feels is my advice
The other thing is the word 'hits' often misleads new players here ....the important roll is the cohesion test. Play a few more games first and then see how everyone feels is my advice
Tartty- VBU 7 h.c.
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Join date : 2014-05-19
Location : SYDNEY Australia
Re: Heavy casualty question
I agree with everything that Tarty said above. We originally did try to cap the amount of losses as you said above Roundie but went back to the original rules because it distorted the play. Also, we wanted to be able to play with others and big changes like you're thinking about puts one out of sort with other players. Keep playing. Impetus takes a long to get one's head around. It is a very dynamic game and luck does play its part in winning but the overall enjoyment comes from these very things.
Gaius Cassius- VBU 7 h.c.
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Location : Guelph, Ontario, Canada
Re: Heavy casualty question
thanks guys
I will take your good advice and stick with how they are written. Unfamiliarity with the rule mechanics is most likely my problem really. In the rule sets I've played in the past things don't disappear quite so quickly. This can be a little disconcerting sometimes as these games can be over quickly when you're rolling badly.
cheers
I will take your good advice and stick with how they are written. Unfamiliarity with the rule mechanics is most likely my problem really. In the rule sets I've played in the past things don't disappear quite so quickly. This can be a little disconcerting sometimes as these games can be over quickly when you're rolling badly.
cheers
Re: Heavy casualty question
What you find, if you do use the house rule where you cannot lose more casualties than hits, is that in a melee,effectively both units are destroyed or rendered useless and the melees drag on for an awful long time because both units end up rolling only one or two dice
The best thing to balance out the occasional roll of six leading to a unit being blown away is to use a dice of fate for a re-roll
The best thing to balance out the occasional roll of six leading to a unit being blown away is to use a dice of fate for a re-roll
Jim Webster- VBU 7 h.c.
- Posts : 541
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Join date : 2014-05-19
Re: Heavy casualty question
Agree with TT, GC,and Jim. The old forum had a lot of similar suggestions by new players. It's an adjustment thing, a problem that doesn't need a solution
Re: Heavy casualty question
No different than Hail Caesar where winning the combat and the 2d6 roll for combat results have little relation. units can evaporate immediately in those rules too.
stecal- VBU 3
- Posts : 233
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Join date : 2015-02-06
Location : Philadelphia, PA USA
Re: Heavy casualty question
Recommend leaving the rules as is.
I find that it is good to play a new set of rules maybe as much as a half dozen times to see what is really happening with them. Kind of like developing new scenarios for GMing.
I find that it is good to play a new set of rules maybe as much as a half dozen times to see what is really happening with them. Kind of like developing new scenarios for GMing.
GamesPoet- VBU 3
- Posts : 236
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Join date : 2015-05-04
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