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Welcome to the Kirklees Wargames Club blog and forum. We are a small group of table-top wargamers who get together weekly to play games which vary from Ancient/Medieval, through English Civil War, American War of Independence, American Civil War, and all things Napoleonic, plus WW2 to Sci-fi and fantasy, using scale-model armies on purpose-built terrain and scenery. We meet at Beaumont Park Visitors Centre, Beaumont Park Road, Huddersfield HD4 7AY on Monday evenings from 6.15pm. New members (over 18) are always welcome. You can just drop in or contact us on: kirkleeswargamesclub@gmail.com. Facebook: Kirklees Wargames Club and Twitter: @KirkleesWC

Friday, 13 August 2021

BASIC IMPETUS Part3: Initiative

 Continuing the Impetus series, this time we look at who goes first and what you can do with your units.

1.    Initiative Roll

Both players roll 2D6 and add +2 if their General is still on the table. The highest score chooses to go first in the round. They are the ACTIVE player. Re-roll ties.

Each side is allowed one free Initiative re-roll. Other re-rolls are possible at the cost of an S unit as per the army lists.

The Active player activates their units one-by-one until all have been activated or he passes the turn over to the other player, who then becomes the Active Player.

2.    Unit Activation

A unit can MOVE, SHOOT, MELEE, or RALLY.

Movement is by individual unit or a group of units.

Shooting is by individual unit.

Units can shoot before/after moving, but there’s a -2D penalty to the shooting roll.

Melee is by individual unit.

Units can melee after the move, which is called a CHARGE and, in some cases, allows extra movement distance to contact. A fresh unit adds its Impetus value to the combat

Rally is by individual unit and removes a Disorder marker.

Units can shoot after rallying, but suffer the -2D penalty as if they’d moved.

 

Next time, we discuss the many aspects of unit movement.

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