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"thoughts on legio IV?" Topic


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Comments or corrections?

aapch4519 Apr 2013 7:43 p.m. PST

After giving the rules a glance, they look like a simplified version of comitatus.. which is astoundingly complex.
I personally have never picked these rules up, as they seem to complex to wrap my brain around.
But then, as with all things I initially don't like, I grabbed the rules and actually read some of them (only 12 pages… I can do it) and saw where the game was coming from.
I haven't mustered the courage to ask my regular opponent to try….another……new set of rules.

What is your opinion on legio IV? Do the mechanics work well?

The wording is wrought with sprinklings of barkerese, does this ever make the game drag?

Does lack of army lists ever create meta-gamer situations? Or does the game tend to be friendlier in terms of rules?

See in my experience, rules like DBA tend to be a bit more competitive than a game of hail caesar.

My 40k days were riddled with near rage quits because of how competitive the rules were.

This is getting long.
Let me know about legio IV!

Temporary like Achilles19 Apr 2013 8:48 p.m. PST

Do you mean Legion VI, now called Civitates Bellantes?

Have played an earlier incarnation of the rules and they worked fine. Not particularly complex; the biggest things are that there are quite a few modifiers, so you need the QRS, and that there are different types of movement – march movement, manoeuvre movement and charges – and that these occur during different phases of the turn.

IIRC, it's fairly standard IGO UGO, but if units are not in command they have to take a control test and there's a chance that they will not do what you want them to do.

It's a unit-based rather than an element-based game, and each unit has various characteristics which define it: experience, type, etc. It has a points system you can use if you like.

Generals use their limited command point allocation to perform different actions during the turn (inspire troops, rally, faster movement and such things).

Damage is measured in DPs (death, disorder and desertion points), which units accumulate in combat and in moving through difficult terrain. DPs can be reduced by resting, and generals can help with this too.

Combat results involve DPs, forced actions (rout, follow up etc) and stand losses. Units can rally.

Have to give these another crack myself, actually.

Hope that helps, anyway.

aapch4520 Apr 2013 2:36 a.m. PST

thanks a ton! Now that its been explained a little gonna have to try it.
Sorry I messed up on the the name of the game.. just tot back from mock trial competition.

Personal logo BigRedBat Sponsoring Member of TMP20 Apr 2013 2:35 p.m. PST

I played a game of Civitates Bellorum with the author; it was very enjoyable.

picture

link

Cheers, Simon

The Young Guard21 Apr 2013 6:25 a.m. PST

Have any of you played FOG? I would like to know how they compare?

Cheers

Personal logo BigRedBat Sponsoring Member of TMP21 Apr 2013 7:46 a.m. PST

I didn't take to FoG but enjoyed these. They are designed to replicate Roman warfare, so the units are drawn up in 3 lines with emphasis on line relief. It felt like a Roman Civil war battle.

Cheers Simon

aapch4521 Apr 2013 7:57 a.m. PST

I think the rules would be really fun.. but they are a little thick.
I need a willing participant

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