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Impetus Competition Derby Worlds 2017

Sun Jul 02, 2017 4:42 pm by Cyrus The Adequate

There will be a 28mm Impetus Competition at Derby World Wargames on 7th …

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Impetus at Derby?

Thu Apr 27, 2017 9:29 am by Cyrus The Adequate

Anyone interested ? 7th & 8th October at a new venue - Bruntingthorpe …

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Wintercon '17 July 15-16th

Sat May 06, 2017 11:44 pm by Tarty

Canberra July 15th-16th

Basic Impetus 2
28mm
Game days are Saturday and Sunday


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BI2 tournament - 25 March 2017

Thu Jan 26, 2017 10:08 am by RogerC

Would anyone be interested in a 28mm Basic Impetus 2 tournament on 25 March …

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28mm Impetus Competition York Sunday 5th February 2017

Mon Oct 03, 2016 8:44 am by Cyrus The Adequate

The traditional start to the Impetus Competition calendar in the UK is York in …

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1° BASIC IMPETUS tournament

Sat Dec 17, 2016 11:19 am by PAPERO

in Castegnato , near Brescia, Sunday, 08.01.2017 Cool

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Multi-Player Games ...

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Multi-Player Games ...

Post by GamesPoet on Fri May 22, 2015 1:42 am

Wondering if there are folks here who have experience with playing in multi-player large point total games using the Impetus rules?

If yes, what has worked well, and not so well, with such type of games?

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Re: Multi-Player Games ...

Post by Jim Webster on Fri May 22, 2015 11:50 am

At the club we always play multiplayer so that everybody gets a go. Each player has a command.

The advantage this has is because every command gets a go every turn you don't have the situation you get with some game systems where your command just sits there and you never get to do anything.

From the CinC's point of view you really want to try and match players to their duties. If a player is notoriously prone to avoiding combat and tends to dig in and wait to be attacked, giving him the attacking wing isn't going to end well
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Re: Multi-Player Games ...

Post by Gaius Cassius on Fri May 22, 2015 1:00 pm

How many players are you talking about and how many commands? I have run a lot of larger multi player games at conventions. I have found that the normal activation of commands  takes too long as each command is activated individually and most of the players stand around doing nothing. Not good. So what I do is have the commander in chief of both sides roll initiative. The side that wins goes first. To keep a little of the drama of Impetus I then allow the losing side's sub commanders to roll and try to beat the winning sides roll. If they beat the roll they can go ahead of the winning side. So the order is

1. Losing side's sub commanders (if they beat the other side's commander in chief's roll.)

2. Winning side's commands.

3. Losing side's commands.

This keeps the game moving along at a fairly quick pace.
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Re: Multi-Player Games ...

Post by GamesPoet on Fri May 22, 2015 2:17 pm

Two different types of games are currently under consideration ...

1. 6 players, one command each, could be hypothetical or based on a historical battle.
2. 8 to 12 players, maybe more, likely based on a historical battle.

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Re: Multi-Player Games ...

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