"What are the strengths and weakness of the rule set?" Topic
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|Zookie||04 Mar 2017 5:03 p.m. PST|
I want to start playing an ancients game in 6mm. I am curious about Impetus. I was wondering what the strengths and weakness of the rule set are. Also I wanted to know how well it plays at 6mm.
|Nathaniel||08 Mar 2017 1:56 p.m. PST|
$5 USD for the PDF is ultimately what got me to buy it.
So far I can only see one rules issue. If you're in an enemy zone of control, your options are limited. If the enemy applying the zone of control is in your flank then you're limited to the point that you can't turn to face it. I'm not sure there was a consistent reaction across history to an enemy on a flank, but this might be too heavy handed of an encouragement to flank. I guess the argument for it is that at ZOC range, the fighting is pretty much beginning and you got flanked.
Is this a feature? Encouraging a battle line rather than a scattered bunch of units?
|Puster ||08 Mar 2017 4:49 p.m. PST|
I only ever have played Impetus, so I am not aware what the differences to "basic" are – especially whats lacking.
Strengths are imho the large bases, which offer you heaps of modelling opportunities (regardless of scale). You could even play the large 12*6cm bases with 6mm minis, giving you large units.
Another plus is the efficiency of skirmishers – in many other systems they are more or less harassment units, while in Impetus well used skirmishers can decide a battle (in conjunction with other units). They are priced that way, too.
The system plays different from many others, and it is not easy to get used to it when you come from WFB (or similar). I have played them with Romans vs. Celts and for the Italian wars, and the character for both eras is decidedly different. You can risk repeated activations and change the playing field with it, but likely will pay for it if your units disrupt. Overall I much like the system.