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» Punic war mini campaign
Heavy casualty question EmptyThu Nov 21, 2024 2:03 pm by kenntak

» King David questions
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» First game of King David.
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» ECW based for Baroqe
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» Tournament rules and scenarios for Basic Impetus
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» Routing at the Same Time
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» Warfare 2024 at Farnborough Nov 16th 17th
Heavy casualty question EmptyFri Nov 15, 2024 8:12 pm by ejc

» My 15mm armies so far
Heavy casualty question EmptyFri Nov 15, 2024 8:04 pm by Tartty

» House Rules - Impetus 2
Heavy casualty question EmptyThu Nov 14, 2024 10:32 pm by ejc

Warfare 2024 at Farnborough Nov 16th 17th

Thu Nov 14, 2024 11:05 pm by ejc

Sorry for late notice anyone from forum welcome to join in on either day will …

Comments: 4

Salute 2024 Battle of Pharslus 48BC

Mon Apr 08, 2024 11:44 am by ejc

Forum members welcome to take part in battle of Pharslus Saturday 13th April …

Comments: 0

Ilipa 206BC Society of Ancients Battle Day

Tue Mar 19, 2024 12:54 pm by ejc

This year's SOA Battle Day is Ilipa206BC will be about a dozen games all re …

Comments: 10

Warfare battle of Cunaxa

Wed Nov 08, 2023 11:26 pm by ejc

Sorry for short notice we are putting on the above scenario on Saturday 11th …

Comments: 4

SELWG 2023 Thapsus 46BC

Sun Oct 08, 2023 8:29 pm by ejc

We will putting on the above game at SELG 2023 on Sunday 15th October. Forum …

Comments: 6

Colours 2023

Wed Sep 06, 2023 9:14 pm by ejc

Sorry for very short notice. We are putting on a game at colours on Saturday …

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Heavy casualty question

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Gaius Cassius
Tartty
Roundie
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Post by Roundie Sun Oct 04, 2015 5:30 pm

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
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Post by Tartty Mon Oct 05, 2015 1:04 am

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 Smile ....the important roll is the cohesion test. Play a few more games first and then see how everyone feels is my advice Smile
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Post by Gaius Cassius Mon Oct 05, 2015 4:10 am

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.
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Post by Roundie Mon Oct 05, 2015 4:54 am

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
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Post by Jim Webster Mon Oct 05, 2015 6:04 am

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

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Post by Zippee Mon Oct 05, 2015 8:56 am

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
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Post by stecal Tue Oct 06, 2015 2:13 am

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.

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Post by GamesPoet Fri Oct 09, 2015 8:49 pm

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.

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