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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
Showing posts with label Impetus. Show all posts
Showing posts with label Impetus. Show all posts

Sunday, 29 October 2023

Wars of the Roses Club Demo Game at Fiasco 2023

 A successful War of the Roses club demo game put on at Fiasco 2023 at the Royal Armouries in Leeds. Congratulations to all those involved in managing the project, supplying and painting units, and building the terrain. Fingers crossed for a new club member (or two).











Sunday, 15 August 2021

BASIC IMPETUS Part 7: And Finally...

 In this final post on the BASIC IMPETUS series, I’ll mention a few extra things and give my overall thoughts on the game.

1.    Initiative Re-Rolls

Each army has a single Impetus Re-roll for free, to use when desired. There is also the option to acquire more re-rolls by forfeiting an “S” unit. See the Army Lists for other options.

2.    Great Battles

A series of alternate rules mods are detailed for fighting battles with two or three times the quantities of units of a normal game.

3.    Ace In The Hole

Special advantages can be acquired by taking an “Ace In The Hole”. Sounds painful, but they’re quite good – allowing the player to bend the rules under certain conditions, such as ignoring charge limitations, rolling extra dice for initiative, cohesion test bonus, etc.

4.    Final Thoughts

I like the simplicity of the system over some other games, especially with unit contact and the smaller number of modifications to rolls. And the thing that really attracted me was the small number of bases required and the larger size of said bases.

However, there are a few things that could be better (not saying they are bad, but I have gotten used to some nice mechanics from other games). Here are my suggestions for “House Rules”:

RANDOM ACTIONS. After rolling Initiative to see who is the Active Player, roll a D6  (+2 if General still on table) to see how many actual Actions you can perform on your turn. I’ve never really been a fan of being able to move anything an everything in a turn, so using the DBx idea should work well enough.

COHESION TEST: I’m not convinced by the mechanics of the Cohesion test; it seems very powerful and too linear in relation to VBU for my liking. But I can’t think of a way around it without making it a little more complicated, so I’ll grudgingly stick with it. It’s the same for everyone, so, yeah, we’ll keep it for now.

Full IMPETUS. Once we’ve played a few more games with the BASIC rules, I’ll red the full version and see where the improvements are. Most people who play the full version suggest going straight to that one, but I bought the BASIC set first and so can’t just put it aside without trying it. 😉

And that’s it. Thanks for reading, and I’ll see you on the gaming table!

BASIC IMPETUS Part 6: Melee

 Continuing the Impetus series, now we look at how units Fight.

1.    In General

A unit moves into contact but does not have to be perfectly lined up. They halt when they touch. Any move into contact is called a CHARGE. Units with 0 impetus bonus cannot charge - with a few exceptions.

There are three types of charge: Frontal, Side, and Flank/Rear, the latter of which provide advantages the better the position. A unit that loses a cohesion test after being hit in the Flank/Rear is destroyed. Wagenburgs have no Flank/Rear.

2.    Large Units

Large units have a bonus in melee depending on their weapon.

They also have special rules for tests and taking damage; they use the front unit for tests, and damage comes off the rear unit first. They are not considered disordered until the rear unit is destroyed. They are powerful, but unwieldy and reduce your army flexibility.

3.    Impetus Bonus

The Impetus bonus is added to VBU after a charge, or pursuit, providing the unit is still Fresh.

There are a number of special situations where the bonus is cancelled, such as Foot charging Mounted, Mounted charging certain units armed with pike, some terrain types, etc. And some units always get an impetus bonus; Elephants (unless against S) and Scythed Chariots.

4.    Procedure

Similar to the Firing procedure. Each side rolls their modified VBU and determines Damage. If suffering damage, make a cohesion test and apply losses to VBU. Side that suffers most losses loses the melee and must retreat.

Impetuous units must pursue, most others have the choice (they also get to angle their pursuit direction to follow a retreater if necessary). Retreat and pursuit involve a random roll for distance and thus a unit may not reach a retreating foe. If contact is made, a new melee is fought immediately (pursuer gets Impetus Bonus if still fresh). Continue until foe is destroyed.

In a drawn melee, the units will fight again when one is activated.

Check for interpenetration and disordering of units behind a retreating unit. Units behind Routed units are automatically Disordered if within 1H of their destroyed friends.

5.    Multiple Melee

Combats are usually one-on-one, and should be split up as best suits the situation as per the suggestions in the rules.

 When two units fight a single foe, determine the main combatants (the once with most frontal contact/ZoC overlap). The other friendly unit adds half its base VBU (rounded UP) to the main combatant’s own dice for the melee.

If the main unit wins and pursues, the other does not (unless impetuous). If the main unit retreats, the other does (separate roll).

Units in a group that contact at an angle move in a staggered line to contact before any melees take place.

 

Next time, in the final post on BASIC IMPETUS, I’ll mention a few other things that add to the game, and give my thoughts on the system.

BASIC IMPETUS Part 5: Shooting

 Continuing the Impetus series, we discuss how units shoot.

Note: The expressions Fire and Shoot are interchangeable in the rules and are not dependent on the specific era or weapon used.

1.    Procedure

Shooting is not compulsory, but units must be ordered to shoot one-by-one.

A player rolls a number of dice equal to the unit’s VBU, modified by a number of factors, such as range, type of target, Disordered, etc.

Each “6” or “double-5” causes a DAMAGE point.

If there is any Damage caused on the target unit, make a COHESION test by rolling 1D6 against a target number (the modified VBU, adjusted by damage, Disorder, General’s presence, etc). If you have to make the roll, the unit becomes Disordered after the test. The number by which the roll is failed indicates the actual loss to VBU. Test is always passed on a “1”, and always failed on a “6”.

There is a firing table providing modifiers to the number of dice rolled for shooting depending on the weapon used by the unit. These seem rather restrictive, but are in line with the movement rates. Another list of modifiers follows the table, taking into account target type among other things.

Failure of cohesion test does not result in retreat for most units, however, elephants have their own set of rules for this issue.

2.    Limitations

There are a few paragraphs on firing arc (45 degrees from straight ahead for most, and 360 degrees for CL), visibility of target, how to measure distance to target, special cases (such as large units), and a list of firing priorities.

ART C can use indirect fire under certain limitations.

Units with Pilum and Point-Blank Weapons have a section on how they grant extra damage immediately prior to the melee phase.

3.    Defensive Fire

Missile troops (T) can perform defensive fire if charged frontally before melee, if they pass a test to do so. Run through the damage procedure, if necessary, before melee.

Wagenburgs can also use defensive fire but have some special rules.

 

Next time, we take a look at how units engage in melee.

Friday, 13 August 2021

BASIC IMPETUS Part4: Movement

Continuing the Impetus series, here we take a look at how units move around and the implications encountered in doing so.

This is a fairly large section with some situations that may take a while to sink in.

1.    In General

A unit can only move once (and normally only straight ahead) up to its specified movement rate given in multiples if “H”.

CL and S may move an additional 2H but in doing so …

Cannot charge.

Cannot be in or enter an enemy Zone of Control.

Cannot be in Terrain that disorders them.

Cannot shoot

2.    Wheeling

A unit or group can wheel once per movement (ahead only, not to its rear). If not Disordered, it can wheel and then move the remainder of its distance (but not vice versa), but will be Disordered at the end of the move.

You cannot contact the enemy with a wheel

Artillery and chariots have additional rules that limit their wheeling ability.

3.    Other Movement

Units can also make OBLIQUE, SIDEWAYS, REARWARD, and ABOUT-FACE manoeuvres.

These are only allowed for individual units and Disorder the unit after completion (unless S, CL, CGL, or other special types mentioned in the army lists).

FL (if not Warband or a Large Unit) and CM can make a sideways or an oblique move without being disordered up to a maximum of 1H.

No oblique move is allowed in Terrain that disorder.

You cannot perform oblique/side/rear moves if you are already Disordered The one exception is that Skirmishers and Light Cavalry Units can perform a rear movement (but not sideways/ oblique) even if they are disordered.

You may not contact the enemy with one of these moves.

A Unit not in melee and not in Disorder can perform an about-face. Such a move must be the only action for this activation

4.    Zone of Control - ZoC

Every Unit, not disordered and not in melee, has a Zone of Control (ZoC) that extends the front edge out by 1H.

There are restrictions on movement within the ZoC. 

5.    Charge

When a unit moves to contact an enemy, it is said to CHARGE.

Some units have an extended movement distance when they charge, and all units may roll to try to gain an additional H of movement to contact.

You can wheel and charge if not disordered begore the wheel, but will be Disordered on contact.

Some troops are considered Impetuous and must charge an enemy when they get within charge distance.

6.    Interpenetration

A series of paragraphs determine which units can voluntarily interpenetrate other types.

There are also a number of situations noted regarding troops not having sufficient movement to reach the other side of units they interpenetrate.

And another series of situations for involuntary interpenetration due to evades and retreats.

7.    Evasion

CL and S can attempt to evade if charged. This is determined by a dice roll. The distance they evade is a single move straight backwards. The charger may roll for extra move.

 

Next time, we take a look at how units engage in missile fire.


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.

BASIC IMPETUS Part 2: Battlefield

Continuing the Impetus series, this time we look at the battlefield terrain and army placement.

A quick note on Distances. The game uses the half-base-width “H” as a standard unit of measurement.

1.    Terrain Types

There are six types of terrain used in Basic Impetus:

OPEN GROUND: No effect on movement or combat.

BROKEN GROUND: Disorders all except T, FL, and S on entering.

DIFFICULT GROUND: Disorders all except FL, and S on entering. All move at half speed.

IMPASSABLE GROUND: No units can cross unless on a road.

ROADS: Units follow course, if entirely upon them.

RIVERS: Two types. Crossable (but Disordered on exit) or uncrossable.

2.    Effects on combat

Apart from the Disordered modifier, all mounted, and FP with pikes suffer -2D if fighting within or against a foe entirely within Difficult Terrain.

Units within 1H of a wood edge can shoot and be shot at with -1D mod.

In Broken or Difficult ground, only Impetuous FL get their Impetus Bonus unless charging non impetuous FL or S.

Gentle hills give a tactical advantage to the defender’s Cohesion roll if they are higher up the hill than the attacker.

It is important to specify if terrain blocks line of sight when placing the terrain.

3.    Size & Shape

Natural Terrain pieces should be oval in shape and between 2H and 8H at the longest point. Man-made areas can be rectangular and of the same size. A river (only one per battlefield) and roads run from one table edge to the opposite.

4.    Preparing Terrain

The players take it in turn rolling twice on a specific table depending on if they have more mounted or foot in their army. The first placement can be anywhere, the second must not be closer than 8H to first, all others can be anywhere.

The defender rolls first and is determined by a 2d6 roll modified by number of mounted units in the army.

5.    Unit Deployment

The players take it in turn placing their units in a specific order of type, defender first.

Units are placed in a zone no closer than 4H from the centreline of the table, and no closer than 4H from either side edge.

 

Next time, we consider the Initiative roll and actions.

Thursday, 12 August 2021

BASIC IMPETUS Part 1: Introduction

 Impetus is a set of wargame rules for fighting tabletop battles from 3000BC to 1500AD (and beyond). They were developed and are available for purchase from the Italian publishers www.dadipiombo.com

As they were written in Italian, and translated to English afterwards, some of the unit acronyms take a little getting used to, and some of the wording within the rules are ‘odd’, but on the whole, they are easy to understand and follow – especially for those used to rules such as the DBx family.

There are two versions of the core rules; Basic and ‘full’. They both use the same troop types/basing system, battlefield terrain, etc., but the fuller version has many extra bits tagged on. The Basic rules run to around 15 pages, whereas the full version runs to around 55. You get a trimmed down version of the hundreds of army lists with the basic set, but have to purchase additional PDFs for the main set (5 in all covering various periods/wars).

In the Basic game, an army can comprise from 7 to 13 units.

1. Troop Classification.

CP: Heavy Cavalry. Come in two grades; CP1 (the really heavy stuff) and CP2 (the standard heavy cavalry). “C” stands for Cavalry, and I think “P” stands for Premier.

CM: Medium Cavalry. Melee and missile options (mostly melee).

CL: Light Cavalry. Melee and missile options (mostly missile).

FP: Heavy Foot. No extra distinction between these, other than weapons used (shown in the army lists).

T: Missile Troops who use concentrated firepower. I can’t decipher what “T” stands for, so I imagine it as the image of a crossbow.

FL: Light Foot. Includes auxilia, warbands, etc., with or without missile weapons.

S: Skirmishers. Armed with bows, javelins, or slings.

CGP: Heavy Chariots. No idea what the “G” stands for.

CGL: Light Chariots.

CF: Scythed Chariots. “F” stands for Falce (scythe).

W: Wagonberg war-wagons.

EL: Elephants.

ART: Artillery. Come in three grades A, B, and C.

Camel-mounted troops are identified in the army lists and have some special rules (as de Wagonbergs and Elephants.

The army lists also show which units can have an integral General (they have an asterisk beside them).

2. Unit Statistics.

VBU: Base Unit Value. Indicates number of dice rolled to shoot and melee. It will reduce as the unit takes damage. When it reaches zero, the unit routs, and removed from play.

I: The Impetus value added to the VBU under certain conditions in melee.

VD: Demoralisation Value. When the unit is destroyed, this number is deducted from the army demoralisation value (sum of all unit VDs). When the army losses exceed half total army VD, the army routs and the game is over.

3. Unit Status.

Units can be FRESH (taken no loss to VBU) or WORN (taken at least one loss to VBU).

They can also be DISORDERED which occurs under some (quite a few actually) conditions. This affects their ability to do things, like fight and make special moves for example.

You can Rally off Disorder, but losses to VBU are never recovered.

4. Groups and Large Units.

Units can move as a group for one activation order, but are cumbersome.

Some units can pair-up and act as a single unit. They gain benefits. Use the front unit for rolls (except shooting if rear units is T), and losses come off the lead unit first. They gain a rank bonus in melee.

5. Commanders.

A General must be included in one Unit. They add a bonus for Cohesion tests and is lost if unit routs.


The next post will be about the terrain and battlefield set-up.